In-Game Magic Item Creation: What the DMG Says. Of course, you don’t need to use your Dungeon Master. You need a Dungeon Master’s Guide to run your gaming sessions. But it also gives Dungeon Masters lots of tables needed to run a game. The DM Guide contains indispensable advice and rules for running an adventure or a campaign. Almost all DMs will need a Dungeon Master’s Guide.SizeThe 3rd edition D&D Dungeon Masters Guide was published in 2000. I’m A monster's statistics, sometimes referred to as its stat block, provide the essential information that you need to run the monster. Magic items creation comes with a few restrictions, of course: A formula is needed to create the magic item.
![]() Certain spells, magic items, class features, and other effects in the game interact in special ways with creatures of a particular type. D&D 5e Character Creation Guide.A monster’s type speaks to its fundamental nature. Dragon Damage Type Brass Fire Bronze Lightning Copper Acid Gold Fire. Adventures in Wildemount - Another Guide. (Then again: the lore-parts of the MM that aren't SRD are pretty. Beasts include all varieties of ordinary animals, dinosaurs, and giant versions of animals.Celestials are creatures native to the Upper Planes. Some of them have magical powers, but most are unintelligent and lack any society or language. The quintessential aberrations are aboleths, beholders, mind flayers, and slaadi.Beasts are nonhumanoid creatures that are a natural part of the fantasy ecology. Many of them have innate magical abilities drawn from the creature’s alien mind rather than the mystical forces of the world. Golems are the iconic constructs. Some are programmed by their creators to follow a simple set of instructions, while others are imbued with sentience and capable of independent thought. Celestials include angels, couatls, and pegasi.Constructs are made, not born. Celestials are good by nature, so the exceptional celestial who strays from a good alignment is a horrifying rarity. Manually create desktop shortcuts for steam on macOther elemental creatures include azers, invisible stalkers, and water weirds.Fey are magical creatures closely tied to the forces of nature. The races of genies, including djinn and efreet, form the most important civilizations on the elemental planes. Others have biological forms infused with elemental energy. Some creatures of this type are little more than animate masses of their respective elements, including the creatures simply called elementals. Also in this category are creatures distantly related to true dragons, but less powerful, less intelligent, and less magical, such as wyverns and pseudodragons.Elementals are creatures native to the elemental planes. True dragons, including the good metallic dragons and the evil chromatic dragons, are highly intelligent and have innate magic. If an evil celestial is a rarity, a good fiend is almost inconceivable. Evil priests and mages sometimes summon fiends to the material world to do their bidding. A few are the servants of deities, but many more labor under the leadership of archdevils and demon princes. Fey include dryads, pixies, and satyrs.Fiends are creatures of wickedness that are native to the Lower Planes. Some are also found in the Outer Planes, particularly the planes of Arborea and the Beastlands. In some worlds, they are closely tied to the Feywild, also called the Plane of Faerie. Besides these, creatures such as ogres and trolls are giants.Humanoids are the main peoples of the D&D world, both civilized and savage, including humans and a tremendous variety of other species. The six varieties of true giant are hill giants, stone giants, frost giants, fire giants, cloud giants, and storm giants. They are humanlike in shape, though some have multiple heads (ettins) or deformities (fomorians). They are mostly subterranean, dwelling in caves and dungeons and feeding on refuse, carrion, or creatures unlucky enough to get in their way. They defy categorization, and in some sense serve as a catch-all category for creatures that don’t fit into any other type.Oozes are gelatinous creatures that rarely have a fixed shape. Some are the results of magical experimentation gone awry (such as owlbears), and others are the product of terrible curses (including minotaurs and yuan-ti). Almost as numerous but far more savage and brutal, and almost uniformly evil, are the races of goblinoids (goblins, hobgoblins, and bugbears), orcs, gnolls, lizardfolk, and kobolds.Monstrosities are monsters in the strictest sense— frightening creatures that are not ordinary, not truly natural, and almost never benign. The most common humanoid races are the ones most suitable as player characters: humans, dwarves, elves, and halflings. Undead include walking corpses, such as vampires and zombies, as well as bodiless spirits, such as ghosts and specters. Fungal creatures such as the gas spore and the myconid also fall into this category.Undead are once-living creatures brought to a horrifying state of undeath through the practice of necromantic magic or some unholy curse. The quintessential plants are the shambling mound and the treant. Most of them are ambulatory, and some are carnivorous. AlignmentA monster’s alignment provides a clue to its disposition and how it behaves in a roleplaying or combat situation. For instance, a spear that is especially effective at fighting demons would work against any monster that has the demon tag. The tags have no rules of their own, but something in the game, such as a magic item, might refer to them. The parenthetical tags provide additional categorization for certain creatures. For example, an orc has the humanoid (orc) type. If you want a good-aligned green dragon or an evil storm giant, there’s nothing stopping you.Some creatures can have any alignment. Feel free to depart from it and change a monster’s alignment to suit the needs of your campaign. See the player’s D&D basic rules or the Player’s Handbook for descriptions of the different alignments.The alignment specified in a monster’s stat block is the default. They don’t make moral or ethical choices, but rather act on instinct. For example, a berserker can be any chaotic alignment (chaotic good, chaotic neutral, or chaotic evil), as befits its wild nature.Many creatures of low intelligence have no comprehension of law or chaos, good or evil. Some monster’s alignment entry indicates a tendency or aversion toward law, chaos, good, or evil. For more on hit points, see the player’s D&D basic rules or the Player’s Handbook.A monster’s hit points are presented both as a die expression and as an average number. Hit PointsA monster usually dies or is destroyed when it drops to 0 hit points. If a monster has natural armor, wears armor, or carries a shield, this is noted in parentheses after its AC value. Otherwise, a monster’s AC is based on its Dexterity modifier and natural armor, if any. Armor ClassA monster that wears armor or carries a shield has an Armor Class (AC) that takes its armor, shield, and Dexterity into account. For more information on speed, see the player’s D&D basic rules or the Player’s Handbook.All creatures have a walking speed, simply called the monster’s speed. SpeedA monster’s speed tells you how far it can move on its turn. For example, if a monster has a Constitution of 12 (+1 modifier) and 2d8 Hit Dice, it has 2d8 + 2 hit points (average 11). Its Constitution modifier is multiplied by the number of Hit Dice it possesses, and the result is added to its hit points. Hit Dice by Size Monster SizeA monster’s Constitution modifier also affects the number of hit points it has. ClimbA monster that has a climbing speed can use all or part of its movement to move on vertical surfaces. A monster can’t burrow through solid rock unless it has a special trait that allows it to do so. BurrowA monster that has a burrowing speed can use that speed to move through sand, earth, mud, or ice. Some monsters have the ability to hover, which makes them hard to knock out of the air (as explained in the rules on flying in the player’s D&D basic rules or the Player’s Handbook). FlyA monster that has a flying speed can use all or part of its movement to fly.
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