Well, it's been over a year since I last edited this update, and even longer since I actually added anything. Blame the friend who get me hooked on Warcraft for the first of these, and the fact that my new campaign has been using creatures that have already been done for the second. Anyway, a big thanks to John for keping going in my absense, even though it looks like he finally gave up waiting to me to update the links and stopped posting - can't really blame you John, my apologies. All the links have been updated, and if I do slot any monsters into my campaign that haven't had lore done yet, I'll be sure to add them here
Perhaps the best thing about the MMIV is the new Lore section included with each entry. This thread is an attempt to create Lore sections for creatures already in print without this information. Posts in this index should be similar to the Lore sections in the MMIV, with the information gained presented in a descriptive (as well as mechanical) way. The main knowledge skill used should typically be based on creature type as follows:
though feel free to use a different base skill if it is more appropriate - for example, Knowledge (dungeoneering) is only really suitable for those aberrations that live underground. All entries should include the monster's name, book and page number. They should have a basic knowledge check result, plus a number of higher results (typically at +5DC increments) depending on the complexity of the creature.
Important: Please note that even though the player's handbook and SRD state that the basic DC for these knowledge checks is 10+ creature's Hit Dice, a look at the MMIV shows that the standard is now 10+ creature's CR and is the standard we should follow when creating this index. However this also appears to be more of a guideline than a hard and fast rule, so feel free to apply your own DC if you think it more suitable. The guidlines I use when creating Lore are as follows, but don't feel like you have to use them - every bit of evidence from official material suggests that there are no rules for what DCs should be, and which order information should be revealed in. But if you're struggling to figure out what DCs to assign, this might help.GuidelinesShow
Base DC: Typically set by 10+CR. This result identifies the creature, and reveals all creature type (and most subtype) traits. If I think this DC is too high, then I typically set a DC either 5 or 10 lower which identifies the creature type (and hence some of its traits) without revealing exactly what the creature is or any subtype traits.
Base DC +5: This will reveal the most obvious things about a creature, typically its main threat, be that its physical attacks or a trademark special attack it is well known for. This result also reveals what languages the creature usually speaks (unless it is a particularly talkative or untalkative creature).
Base DC +10: This result reveals further detailed information such as spell-like abilities the creature might possess, or further information about physical attack forms beyond its primary attack method detailed previously. Special defences or vulnerabilities are also typically listed here.
Base DC +15: This result reveals specialist knowledge about the creature. This might include unique or rarely used abilities, or information regarding the creature's culture, morals, loves and hates - information unlikely to be known unless the knowledge checker has studied the creature.
My thanks to everyone who has contributed here, or pointed me in the direction of official Lore material. Special mentions must go to Dracomortis and especially John W. Mangrum for the phenomenal volume of contribution they have made to this resource. I may have started this resource, but John especially deserves much of the credit for its content.
Anarchic Creature (since updated in Planar Handbook) Astral dreadnought Axiomatic Creature (since updated in Planar Handbook) Bariar Celestial, Firre (eladrin) Celestial, Leonal (guardinal) Demon, Armanite (since updated in Hordes of the Abyss) Demon, Goristro (since updated in Hordes of the Abyss) Demon, Uridezu Devil, Narzugon Devil, Spinagon Element Creature, Air Element Creature, Cold Element Creature, Earth Element Creature, Fire Element Creature, Water Element Creature, Wood Energon, Xag-ya Energon, Xeg-yi Ephemera, Dusk Beast Ephemera, Ecalypse Ephemera, Umbral Banyan Genie, Dao Genie, Marid Githyanki (since updated in MM) Githzerai (since updated in MM) Half-elemental Inevitable, Kolyarut (since updated in MM) Inevitable, Marut (since updated in MM) Inevitable, Zelekhut (since updated in MM) Mercane Paraelemental, Ice Paraelemental, Magma Paraelemental, Ooze Paraelemental, Smoke Petitioner Shadow creature (since updated in LoM) Yugoloth, Canoloth Yugoloth, Mezzoloth Yugoloth, Nycaloth Yugoloth, Ultraloth
Abyssal Eviscerator Aspect of Asmodeus Aspect of Bahamut Aspect of Demogorgon Aspect of Hextor Aspect of Kord Aspect of Lolth Aspect of Mephistopheles Aspect of Nerull Aspect of Orcus Aspect of Tiamat Aspect of Vecna Bright Naga Catfolk Cave Ankylosaurus Cave Triceratops Cave Tyrannosaurus Crucian Cursed Spirit Equiceph Gravehound Kruthik Mad Slasher Magma Hurler Nothic Phargion Protectar Ramadeen Scaled Stalker Shadow Beast, Ghirrash Shadow Beast, Khumat Shadow Beast, Thaskor Spark lasher Stonechild Walking wall
Monsters of Faerûn:
Aarakocra Aballin Abishai (Baatezu), White Abishai (Baatezu), Black Abishai (Baatezu), Green Abishai (Baatezu), Blue Abishai (Baatezu), Red Alaghi Asabi Asabi Stingtail Banedead Baneguard (since updated in Lost Empires of Faerûn) Banelar Bat, Deep, Bonebat Bat, Deep, Night Hunter Bat, Deep, Sinister Beast of Malar Beholder Mage [Prestige Class] Beholder Kin, Death Kiss Beholder Kin, Eyeball Beholder Kin, Gouger Bullywug Chitine Choldrith Chosen One Cloaker Lord Crawling Claw (since updated in Lost Empires of Faerûn) Darkenbeast Dark Tree Deepspawn (since updated in Lost Empires of Faerûn) Demon, Ghour (since updated in Lost Empires of Faerûn) Demon, Yochlol Doppelganger, Greater Dragon, Brown Dragon, Deep Dragon, Fang Dragon, Shadow Dragon, Song Dragonkin Dread Warrior Dwarf, Shield Dwarf, Gold Dwarf, Duergar Dwarf, Arctic Dwarf, Urdunnir Firenewt Ghaunadan Giant, Fog Giant, Phaerlin (Hunched) Giant Strider Gibberling Goblin, Dekanter Golem, Gemstone, Ruby Golem, Gemstone, Emerald Golem, Gemstone, Diamond Golem, Thayan Green Warder Groundling Gulguthydra Half-Fiend, Draegloth Helmed Horror (since updated in Lost Empires of Faerûn) Hybsil Ibrandlin Ice Serpent Leucrotta Malaugrym Meazel Myrlochar Nishruu (since updated in Lost Empires of Faerûn) Nyth Peryton Phaerimm (since updated in Lost Empires of Faerûn) Planetouched, Genasi, Air Planetouched, Genasi, Earth Planetouched, Genasi, Fire Planetouched, Genasi, Water Planetouched, Tiefling, Fey'ri Planetouched, Tiefling, Tanarukk Pterafolk Quaggoth Shalarin Sharn Siv Spectral Panther Spider, Subterranean, Hairy Spider, Subterranean, Sword Stinger Tall Mouther Tomb Tapper (since updated in Lost Empires of Faerûn) Unicorn, Black Wemic Zombie, Tyrantfog Templates Beast of Xvim Curst (since updated in Lost Empires of Faerûn) Ghost Lich, Alhoon (Illithilich) Lich, Banelich Lich, Good, Archlich Lich, Good, Baelnorn Lycanthrope, Werebat Lycanthrope, Werecrocodile Lycanthrope, Wereshark Revenant Yuan-Ti Servitor (since updated in Savage Species)
Bajang Bakemono Bisan Bog Hag Buso, Tigbanua Centipede, Spirit Doc Cu'o'c Dokufu Dragon, Yu Lung Dragon, Chiang Lung Dragon, Li Lung Dragon, Lung Wang Dragon, Pan Lung Dragon, Shen Lung Dragon, T'ien Lung Dragon, Tun Mi Lung Gaki, Jiki-Niku-Gaki Gaki, Shikki-Gaki Gaki, Shinen-Gaki Gaki, Jiki-Ketsu-Gaki Hannya Hebi-No-Onna Hengeyokai Hopping Vampire Kappa Ki-Rin Korobokuru Mamono Naga, Shinomen, Greensnake Naga, Shinomen, Chameleon Naga, Shinomen, Asp Naga, Shinomen, Cobra Naga, Shinomen, Constrictor Nat, Einsaung Nat, Hkum Yeng Nat, Lu Nature Spirit Nezumi Oni, Common Oni, Go-Zu Oni, Me-Zu Oni, Shadowlands, Haino no Oni, Shadowlands, Ashi no Oni, Shadowlands, Sanru no Oni, Shadowlands, Kamu no Oni, Shadowlands, Shikibu no Oni, Shadowlands, Ugulu no Oni, Shadowlands, Akuma no Oni, Shadowlands, Kyoso no Oni, Shadowlands, Yattoko no Oni, Shadowlands, Byoki no Oni, Shadowlands, Gekido no Oni, Shadowlands, Tsuburu no Onikage Pennaggolan Rokuro-Kubi Shirokinu-Katsukami Spirit Folk Tako Tasloi Tengu Toad, Giant Toad, Giant, Fire Toad, Giant, Poisonous Toad, Giant, Ice Tsuno Wang-Liang Yeti Yuki-On-Na
Posts in this index should be similar to the above example, with the information gained presented in a descriptive (as well as mechanical) way. The main knowledge skill used should be based on creature type as follows:
Characters with ranks in Knowledge (dungeoneering) or Knowledge (psionics) can learn more about aboleths. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs. Those who recognize the creatures' ancestry can also use Knowledge (arcana) to learn more.
Knowledge (Dungeoneering) or Knowledge (Psionics)
17 This creature is an aboleth, an intelligent, aquatic aberration. This result reveals all aberration traits.
22 An aboleth's attacks can cause a terrible affliction where the victim's skin becomes a clear, slimey membrane that must remain moistened with cool, fresh water. They also surround themselves with a viscous cloud of mucus that can cause victims to temporarily lose the ability to breath air. Aboleths speak their own language, as well as Undercommon and Aquan.
27 Aboleths have a array of psionic powers that create illusions to help ensnare their victims. They can also enslave a victim through the domination of their mind.
17 This intelligent race make natural arcane casters, and the most powerful of their kind are usually competent wizards.
22 The mucus that aboleths exude can be used to great effect in the creation of potions of water breathing.
Characters with ranks in Knowledge (the planes) can learn more about achaierais. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs.
Knowledge (the Planes)
15 This creature is an achaierai, a vicious predator from the Infernal Battlefield of Acheron. This result reveals all outsider traits.
20 An achaierai's strength lies in its formidable natural attacks of claws and beak, coupled with its speed and mobility in combat. Achaierais speak Infernal.
25 Achaierais can release a choking, toxic cloud that damages all those it touches and can cause short term insanity.
Characters with ranks in Knowledge (religion) can learn more about allips. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs. Characters who recognize the creatures' ancestry can also use Bardic Knowledge to learn more.
13 This creature is an allip, the spectral remains of someone driven to suicide by madness. This result reveals all undead and incorporeal traits.
18 Though it can cause no physical harm, an allip's touch can drain away a victim's willpower. Also, an allip babbles incoherently to itself, and those who hear this babble can become hypnotised. Allips cannot, however, speak intelligibly.
23 It is dangerous to try to connect metally with an allip, be that through thought detection, mind control or telepathy as an allip's mind is so tortured as to damage any other mind that touches it.
13 The babble ability of an allip is a sonic effect and can be countered with bardic music.
Characters with ranks in Knowledge (the planes) can learn more about astral devas. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs.
Knowledge (the Planes)
15 Though uncertain exactly what this creature is, you can tell it is not native to this world. This result reveals all outsider traits.
24 This creature is an astral deva, an angel from the Blessed Fields of Elysium or another good-aligned plane. These angels watch over creatures of good alignment, especially planar travellers and those on missions of a good cause. This result reveals all angel traits.
29 Astral devas take fierce joy in wading into combat to battle evil foes, usually relying on their large enchanted maces to smite their foes. Their natural weapons and any weapons wielded are good aligned and they are vulnerable to evil weapons.
34 Astral devas have a large array of powerful spell-like abilities at their disposal and are extremely resilient to magical attacks. They can also stun foes that they hit multiple times in combat with their maces.