You gain a +1 bonus to implement attack rolls made with an accurate implement.
Published in Mordenkainen's Magnificent Emporium, page(s) 41.
An air creature is strongly connected to the element of air.
Published in Monster Manual 2, page(s) 216, Monster Manual, Rules Compendium, page(s) 308, Monster Vault: Threats to the Nentir Vale, page(s) 122.
Angels are immortal creatures native to the Astral Sea. They don’t need to breathe, eat, or sleep.
Published in Monster Manual 2, page(s) 216, Monster Manual, Rules Compendium, page(s) 308, Monster Vault: Threats to the Nentir Vale, page(s) 122.
Aquatic creatures can breathe underwater. In aquatic combat, an aquatic creature gains a +2 bonus to attack rolls against nonaquatic creatures.
Published in Monster Manual 2, page(s) 216, Rules Compendium, page(s) 308, Monster Vault: Threats to the Nentir Vale, page(s) 122.
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 gaze attacks and cannot be blinded.
Published in Monster Manual 2, page(s) 216, Monster Manual, page(s) 280, Rules Compendium, page(s) 308,Monster Vault: Threats to the Nentir Vale, page(s) 122.
A damage type. A creature that has this keyword is strongly connected to cold. See also damage type.
Published in Monster Manual 2, page(s) 216, Monster Manual, page(s) 280, Rules Compendium, page(s) 309,Monster Vault: Threats to the Nentir Vale, page(s) 122.
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.
Published in Monster Manual 2, page(s) 217, Monster Manual, page(s) 281, Rules Compendium, page(s) 310,Monster Vault: Threats to the Nentir Vale, page(s) 122.
Demons are chaotic evil elemental creatures native to the Abyss. They don’t need to sleep.
Published in Monster Manual, page(s) 281, Monster Manual 2, page(s) 217, Rules Compendium, page(s) 310,Monster Vault: Threats to the Nentir Vale, page(s) 122.
Devils are evil immortal creatures native to the Nine Hells. They don’t need to sleep.
Published in Monster Manual 2, page(s) 217, Monster Manual, page(s) 281, Rules Compendium, page(s) 310,Monster Vault: Threats to the Nentir Vale, page(s) 122.
The range of your area and ranged implement attack powers increases by 2 when they’re used through a distant implement.
Published in Mordenkainen's Magnificent Emporium, page(s) 41.
Dragons are reptilian creatures. Most of them have wings as well as a breath weapon.
Published in Monster Manual 2, page(s) 217, Monster Manual, page(s) 281, Rules Compendium, page(s) 311,Monster Vault: Threats to the Nentir Vale, page(s) 123.
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 during an encounter, reduce that damage by an amount equal to the armor’s durability rating (for instance, 2 for ring mail). The armor then loses this property until you repair it during a short rest or an extended rest.
Durable armor provides greater damage absorption when it is enchanted. Add the enhancement bonus of the armor to the durability rating of light armor, and add twice the enhancement bonus to the durability rating of heavy armor.
Published in Mordenkainen's Magnificent Emporium, page(s) 8.
An earth creature is strongly connected to earth.
Published in Monster Manual 2, page(s) 217, Monster Manual, page(s) 281, Rules Compendium, page(s) 311,Monster Vault: Threats to the Nentir Vale, page(s) 123.
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 extra damage increases to 2d10 at 11th level and 3d10 at 21st level.
Published in Mordenkainen's Magnificent Emporium, page(s) 41.
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 type. The bonus increases to +3 at 11th level and +4 at 21st level.
Published in Mordenkainen's Magnificent Emporium, page(s) 41.
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, they become immortal
Published in Dragon Magazine 371.
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 advantage.
Published in Player's Handbook 3, page(s) 217, Rules Compendium, page(s) 311, Monster Vault: Threats to the Nentir Vale, page(s) 123.
A damage type. A creature that has this keyword is strongly connected to fire. See also damage type.
Published in Monster Manual 2, page(s) 217, Monster Manual, page(s) 281, Rules Compendium, page(s) 311,Monster Vault: Threats to the Nentir Vale, page(s) 123.
A damage type. See also damage type.
Published in Monster Manual 2, page(s) 217, Monster Manual, page(s) 281, Rules Compendium, page(s) 311,Monster Vault: Threats to the Nentir Vale, page(s) 123.
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.
Published in Mordenkainen's Magnificent Emporium, page(s) 41.
Giants are Large or larger humanoid creatures that trace their origin back to the primordials and the Elemental Chaos.
Published in Monster Manual 2, page(s) 217, Monster Manual, page(s) 281, Rules Compendium, page(s) 311,Monster Vault: Threats to the Nentir Vale, page(s) 123.
An effect type. A healing power restores hit points, usually either by restoring hit points immediately or by granting regeneration.
Published in Monster Manual 2, page(s) 217, Monster Manual, page(s) 281, Rules Compendium, page(s) 312,Monster Vault: Threats to the Nentir Vale, page(s) 123.
Homunculi are animate constructs tasked with guarding a creature, an area, or an object.
Published in Monster Manual 2, page(s) 217, Monster Manual, page(s) 281, Monster Vault: Threats to the Nentir Vale, page(s) 123.
When a creature is insubstantial, it takes half damage from any damage source, including ongoing damage. See also half damage.
Published in Monster Manual 2, page(s) 218, Monster Manual, page(s) 282, Player's Handbook 3, page(s) 220,Rules Compendium, page(s) 312, Monster Vault: Threats to the Nentir Vale, page(s) 124.
A damage type. See also damage type.
Published in Monster Manual 2, page(s) 218, Monster Manual, page(s) 282, Rules Compendium, page(s) 313,Monster Vault: Threats to the Nentir Vale, page(s) 124.
Unlike other constructs, living constructs are living creatures.
Published in Monster Manual 2, page(s) 218, Monster Manual, page(s) 282, Rules Compendium, page(s) 313,Monster Vault: Threats to the Nentir Vale, page(s) 124.
A creature that has the mount keyword has at least one mount trait or mount power.
Published in Monster Manual 2, page(s) 218, Monster Manual, page(s) 282, Rules Compendium, page(s) 313,Monster Vault: Threats to the Nentir Vale, page(s) 124.
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 you are mounted, your charge attacks with the weapon deal 1[W] extra damage.
Published in Mordenkainen's Magnificent Emporium, page(s) 20.
A damage type. See also damage type.
Published in Monster Manual 2, page(s) 218, Monster Manual, page(s) 282, Rules Compendium, page(s) 314,Monster Vault: Threats to th
Oozes are amorphous creatures.
Published in 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) 124.e Nentir Vale, page(s) 124.
Plant creatures are composed of vegetable matter. They don’t need to sleep.
Published in 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) 124.
A damage and effect type. A poison power delivers a nondamaging poisonous effect, deals poison damage, or both. See also damage type.
Published in 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) 124.
Creatures of raw elemental power.
Published in Dragon Magazine 370.
A damage type. See also damage type.
Published in Monster Manual 2, page(s) 218, Monster Manual, page(s) 282, Rules Compendium, page(s) 315,Monster Vault: Threats to the Nentir Vale, page(s) 124.
A damage type. See also damage type.
Published in Monster Manual 2, page(s) 218, Monster Manual, page(s) 282, Rules Compendium, page(s) 315,Monster Vault: Threats to the Nentir Vale, page(s) 125.
Reptiles are cold-blooded creatures that have scaly skin.
Published in Monster Manual 2, page(s) 218, Monster Manual, page(s) 282, Rules Compendium, page(s) 315,Monster Vault: Threats to the Nentir Vale, page(s) 125.
Shadow powers open a well of energy to the Shadowfell, the realm of darkness, illusion, death, and the undead.
Published in Revenge of the Giants.
Shapechangers, such as doppelgangers, have the ability to alter their form, whether freely or into specific forms.
Published in Monster Manual 2, page(s) 218, Monster Manual, page(s) 283, Monster Vault: Threats to the Nentir Vale, page(s) 125.
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 turn.
Published in Mordenkainen's Magnificent Emporium, page(s) 41.
Spider creatures include spiders as well as creatures that have spiderlike features: eight legs, web spinning, and so forth.
Published in Monster Manual 2, page(s) 218, Monster Manual, page(s) 283, Rules Compendium, page(s) 316,Monster Vault: Threats to the Nentir Vale, page(s) 125.
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, which is difficult terrain. A swarm cannot be pulled, pushed, or slid by melee or ranged attacks.
A swarm can squeeze through any opening large enough for even one of its constituent creatures. For example, a swarm of bats can squeeze through an opening large enough for one of the bats to squeeze through.
Published in Monster Manual 2, page(s) 218, Monster Manual, page(s) 283, Rules Compendium, page(s) 316,Monster Vault: Threats to the Nentir Vale, page(s) 125.
A damage type. See also damage type.
Published in Monster Manual 2, page(s) 219, Monster Manual, page(s) 283, Rules Compendium, page(s) 317,Monster Vault: Threats to the Nentir Vale, page(s) 125.
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 wearing tough armor, the critical hit becomes a normal hit.
Published in Mordenkainen's Magnificent Emporium, page(s) 8.
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.
Published in Monster Manual 2, page(s) 219, Monster Manual, page(s) 283, Rules Compendium, page(s) 317,Monster Vault: Threats to the Nentir Vale, page(s) 125.
You gain a +1 bonus to the attack roll when you make an implement attack against Will using an undeniable implement.
Published in Mordenkainen's Magnificent Emporium, page(s) 41.
You gain a +1 bonus to the attack roll when you make an implement attack against Reflex using an unerring implement.
Published in Mordenkainen's Magnificent Emporium, page(s) 41.
You gain a +1 bonus to the attack roll when you make an implement attack against Fortitude using an unstoppable implement.
Published in Mordenkainen's Magnificent Emporium, page(s) 41.
A water creature is strongly connected to water.
Published in Monster Manual 2, page(s) 219, Monster Manual, page(s) 283, Rules Compendium, page(s) 317,Monster Vault: Threats to the Nentir Vale, page(s) 125.