던전 앤 드래곤 시리즈/타입

 



1. 개요
2.1. 3.5 타입(Types)
2.1.7. 애버레이션(Aberration)
2.1.8. 동물(Animal)
2.1.9. 컨스트럭트/구조물(Construct)
2.1.10. 페이(Fey)
2.1.11. 휴머노이드(Humanoid)
2.1.12. 매지컬 비스트(Magical Beast)
2.1.13. 몬스트러스 휴머노이드(Monstrous Humanoid)
2.1.14. 식물(Plant)
2.1.15. 해충(Vermin)
2.2. 서브타입(Subtypes)
2.2.1. 종족 타입
2.2.1.1. 천족(OGL SRD 3.5)
2.2.1.1.1. 천사(OGL SRD 3.5)
2.2.1.1.2. 아콘(OGL SRD 3.5)
2.2.1.2. 마족(Fiend)
2.2.1.3. 수생생물(Aquatic)
2.2.1.4. 신체변형 생명체(Shapechanger)
2.2.1.6. 파충류(Reptilian)
2.2.2. 성향 타입(OGL SRD 3.5)
2.2.2.1. 혼돈(Chaotic)(OGL SRD 3.5)
2.2.2.2. 질서(Lawful)(OGL SRD 3.5)
2.2.2.3. 선(Good)(OGL SRD 3.5)
2.2.2.4. 악(Evil)(OGL SRD 3.5)
2.2.3. 네이티브/원주민(Native)(OGL SRD 3.5)
2.2.4. 스웜(OGL SRD 3.5)
2.2.6. 기체 형태
2.2.7. 리빙 컨스트럭트(Living Construct)
2.2.8. 비실체(Incorporeal)(OGL SRD 3.5)
2.2.9. 속성 타입(OGL SRD 3.5)
2.2.9.1. 공기(Air)(OGL SRD 3.5)
2.2.9.2. 불(Fire)(OGL SRD 3.5)
2.2.9.3. 물(Water)(OGL SRD 3.5)
2.2.9.4. 흙(Earth)(OGL SRD 3.5)
2.2.9.5. 냉기(Cold)(OGL SRD 3.5)
2.2.10. 엑스트라플래너(Extraplanar)(OGL SRD 3.5)
2.2.11. 아그멘터드(Augmented)(OGL SRD 3.5)
2.3. 5e 타입(Types)
3.1. 타입
3.1.5. 애버레이션(Aberration)
3.1.6. 동물(Animal)
3.1.7. 컨스트럭트(Construct)
3.1.8. 페이(Fey)
3.1.9. 휴머노이드(Humanoid)
3.1.10. 몬스트러스 휴머노이드(Monstrous Humanoid)
3.1.11. 식물(Plant)
3.1.12. 해충(Vermin)
3.2. 서브타입
4. 관련 문서


1. 개요



2. 던전 앤 드래곤 시리즈



2.1. 3.5 타입(Types)


해당 몬스터가 어떤 종족이냐 혹은 어디에서 기원된 존재이냐 등의 기본적인 분류.
D20 SRD 3.5 몬스터 타입 및 서프타입

2.1.1. 거인


A giant is a humanoid-shaped creature of great strength, usually of at least Large size.
'''특징(Features)'''
A giant has the following features.
  • 8-sided Hit Dice.
  • Base attack bonus equal to ¾ total Hit Dice (as cleric).
  • Good Fortitude saves.
  • Skill points equal to (2 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die.
'''특성(Traits)'''
A giant possesses the following traits (unless otherwise noted in a creature’s entry).
  • Low-light vision.
  • Proficient with all simple and martial weapons, as well as any natural weapons.
  • Proficient with whatever type of armor (light, medium or heavy) it is described as wearing, as well as all lighter types. Giants not described as wearing armor are not proficient with armor. Giants are proficient with shields if they are proficient with any form of armor.
  • Giants eat, sleep, and breathe.

2.1.2. 드래곤


드래곤은 파충류와 비슷한 크리쳐로, 날개가 달려있는 편이며 마법적이거나 특이한 능력을 갖고있다.
(A dragon is a reptilelike creature, usually winged, with magical or unusual abilities.)
'''특징(Features)'''
드래곤은 해당 특징을 갖고있다.
(A dragon has the following features.)
  • 12면체 힛다이스 (12-sided Hit Dice.)
  • 힛다이스 총합과 동일한 BAB (파이터와 동일) Base attack bonus equal to total Hit Dice (as fighter).
  • 좋은 내구, 반응, 의지 세이브 (Good Fortitude, Reflex, and Will saves.)
  • 힛다이스당 (6 + 지능 수정치, 최소 1)의 기술점수, 추가로 첫 힛다이스에 한해 4배의 기술점수 (Skill points equal to (6 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die.)
'''특성(Traits)'''
드래곤은 특정 종에 대한 설명에 의해 명시되지 않은 이상 해당 특성들을 보유한다.
(A dragon possesses the following traits (unless otherwise noted in the description of a particular kind.)
  • 60 피트 범위의 어둠시야와 미명시야 (Darkvision out to 60 feet and low-light vision.)
  • 마법에 의한 수면과 마비 효과에 대한 완전내성(Immunity to magic sleep effects and paralysis effects.)
  • 인간형의 모습이 아닌 이상 보유한 모든 내츄럴 웨폰에 숙련. 인간형이거나 인간형을 취하는 것이 가능할 경우 모든 기본 무기와 임의로 입력된 다른 >무기군 숙련. (Proficient with its natural weapons only unless humanoid in form (or capable of assuming humanoid form), in which case proficient with all simple weapons and any weapons mentioned in its entry.)
  • 맨몸 갑옷 카테고리에 숙련 (Proficient with no armor.)
  • 드래곤은 먹고 자고 숨을쉰다 (Dragons eat, sleep, and breathe.)

2.1.3. 아웃사이더


Outsider
An outsider is at least partially composed of the essence (but not necessarily the material) of some plane other than the Material Plane. Some creatures start out as some other type and become outsiders when they attain a higher (or lower) state of spiritual existence.
'''특징(Features)'''
An outsider has the following features.
  • 8-sided Hit Dice.
  • Base attack bonus equal to total Hit Dice (as fighter).
  • Good Fortitude, Reflex, and Will saves.
  • Skill points equal to (8 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die.
'''특성(Traits)'''
An outsider possesses the following traits (unless otherwise noted in a creature’s entry).
  • Darkvision out to 60 feet.
  • Unlike most other living creatures, an outsider does not have a dual nature—its soul and body form one unit. When an outsider is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don’t work on an outsider. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection to restore it to life. An outsider with the native subtype can be raised, reincarnated, or resurrected just as other living creatures can be.
  • Proficient with all simple and martial weapons and any weapons mentioned in its entry.
  • Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Outsiders not indicated as wearing armor are not proficient with armor. Outsiders are proficient with shields if they are proficient with any form of armor.
  • Outsiders breathe, but do not need to eat or sleep (although they can do so if they wish). Native outsiders breathe, eat, and sleep.

2.1.4. 언데드


Undead are once-living creatures animated by spiritual or supernatural forces.
'''특징(Features)'''
An undead creature has the following features.
  • 12-sided Hit Dice.
  • Base attack bonus equal to ½ total Hit Dice (as wizard).
  • Good Will saves.
  • Skill points equal to (4 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die, if the undead creature has an Intelligence score. However, many undead are mindless and gain no skill points or feats.
'''특성(Traits)'''
An undead creature possesses the following traits (unless otherwise noted in a creature’s entry).
  • No Constitution score.
  • Darkvision out to 60 feet.
  • Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
  • Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
  • Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
  • Cannot heal damage on its own if it has no Intelligence score, although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature’s Intelligence score.
  • Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
  • Uses its Charisma modifier for Concentration checks.
  • Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.
  • Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.
  • Proficient with its natural weapons, all simple weapons, and any weapons mentioned in its entry.
  • Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Undead not indicated as wearing armor are not proficient with armor. Undead are proficient with shields if they are proficient with any form of armor.
  • Undead do not breathe, eat, or sleep.

2.1.5. 엘리멘탈/정령


An elemental is a being composed of one of the four classical elements: air, earth, fire, or water.
'''특징(Features)'''
An elemental has the following features.
  • 8-sided Hit Dice.
  • Base attack bonus equal to ¾ total Hit Dice (as cleric).
  • Good saves depend on the element: Fortitude (earth, water) or Reflex (air, fire).
  • Skill points equal to (2 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die.
'''특성(Traits)'''
An elemental possesses the following traits (unless otherwise noted in a creature’s entry).
  • Darkvision out to 60 feet.
  • Immunity to poison, sleep effects, paralysis, and stunning.
  • Not subject to critical hits or flanking.
  • Unlike most other living creatures, an elemental does not have a dual nature—its soul and body form one unit. When an elemental is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don’t work on an elemental. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection, to restore it to life.
  • Proficient with natural weapons only, unless generally humanoid in form, in which case proficient with all simple weapons and any weapons mentioned in its entry.
  • Proficient with whatever type of armor (light, medium, or heavy) that it is described as wearing, as well as all lighter types. Elementals not indicated as wearing armor are not proficient with armor. Elementals are proficient with shields if they are proficient with any form of armor.
  • Elementals do not eat, sleep, or breathe.

2.1.6. 우즈


An ooze is an amorphous or mutable creature, usually mindless.
'''특징(Features)'''
An ooze has the following features.
  • 10-sided Hit Dice.
  • Base attack bonus equal to ¾ total Hit Dice (as cleric).
  • No good saving throws.
  • Skill points equal to (2 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die, if the ooze has an Intelligence score. However, most oozes are mindless and gain no skill points or feats.
'''특성(Traits)'''
An ooze possesses the following traits (unless otherwise noted in a creature’s entry).
  • Mindless: No Intelligence score, and immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
  • Blind (but have the blindsight special quality), with immunity to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.
  • Immunity to poison, sleep effects, paralysis, polymorph, and stunning.
  • Some oozes have the ability to deal acid damage to objects. In such a case, the amount of damage is equal to 10 + ½ ooze’s HD + ooze’s Con modifier per full round of contact.
  • Not subject to critical hits or flanking.
  • Proficient with its natural weapons only.
  • Proficient with no armor.
  • Oozes eat and breathe, but do not sleep.

2.1.7. 애버레이션(Aberration)


An aberration has a bizarre anatomy, strange abilities, an alien mindset, or any combination of the three.
'''특징(Features)'''
An aberration has the following features.
  • 8-sided Hit Dice.
  • Base attack bonus equal to ¾ total Hit Dice (as cleric).
  • Good Will saves.
  • Skill points equal to (2 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die.
'''특성(Traits)'''
An aberration possesses the following traits (unless otherwise noted in a creature’s entry).
  • Darkvision out to 60 feet.
  • Proficient with its natural weapons. If generally humanoid in form, proficient with all simple weapons and any weapon it is described as using.
  • Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Aberrations not indicated as wearing armor are not proficient with armor. Aberrations are proficient with shields if they are proficient with any form of armor.
  • Aberrations eat, sleep, and breathe.

통상적인 자연계에서 벗어난 일그러진 존재들. 그 근원은 여러 종류가 있지만[1] 대부분 일반적인 생명체와 다르게 촉수같은 게 주렁주렁달린 기괴스러운 외형을 하고있다. 물론 익스펜디드 사이오닉 핸드북의 플레이어블 종족들처럼 일부 예외적인 케이스도 있긴 하다. 어쨌든 통상 자연계에서 벗어난 존재들이기에 드루이드나 레인저들은 기본적으로 에버레이션을 싫어한다.

2.1.8. 동물(Animal)


An animal is a living, nonhuman creature, usually a vertebrate with no magical abilities and no innate capacity for language or culture.
'''특징(Features)'''
An animal has the following features (unless otherwise noted in a creature’s entry).
  • 8-sided Hit Dice.
  • Base attack bonus equal to ¾ total Hit Dice (as cleric).
  • Good Fortitude and Reflex saves (certain animals have different good saves, for instance dire animals have good Fortitude, Reflex, and Will saves).
  • Skill points equal to (2 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die.

일반 동물 분류. 지능은 1~2로 고정되어있다.

2.1.9. 컨스트럭트/구조물(Construct)


A construct is an animated object or artificially constructed creature.
'''특징(Features)'''
A construct has the following features.
  • 10-sided Hit Dice.
  • Base attack bonus equal to ¾ total Hit Dice (as cleric).
  • No good saving throws.
  • Skill points equal to (2 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die, if the construct has an Intelligence score. However, most constructs are mindless and gain no skill points or feats.
'''특성(Traits)'''
A construct possesses the following traits (unless otherwise noted in a creature’s entry).
  • No Constitution score.
  • Low-light vision.
  • Darkvision out to 60 feet.
  • Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
  • Immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects.
  • Cannot heal damage on their own, but often can be repaired by exposing them to a certain kind of effect (see the creature’s description for details) or through the use of the Craft Construct feat. A construct with the fast healing special quality still benefits from that quality.
  • Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain.
  • Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
  • Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.
  • Since it was never alive, a construct cannot be raised or resurrected.
  • Because its body is a mass of unliving matter, a construct is hard to destroy. It gains bonus hit points based on size, as shown on the table.
  • Proficient with its natural weapons only, unless generally humanoid in form, in which case proficient with any weapon mentioned in its entry.
  • Proficient with no armor.
  • Constructs do not eat, sleep, or breathe.
건설 규모(Construct Size)
추가 생명점(Bonus Hit Points)
미세형(Fine)

극소형(Diminutive)

초소형(Tiny)

소형(Small)
10
중형(Medium)
20
대형(Large)
30
거대형(Huge)
40
초대형(Gargantuan)
60
초거대형(Colossal)
80

골렘 같은 구조물 분류. 크리티컬을 비롯한 다수의 상태이상에 면역이다.

2.1.10. 페이(Fey)


A fey is a creature with supernatural abilities and connections to nature or to some other force or place. Fey are usually human-shaped.
'''특징(Features)'''
A fey has the following features.
  • 6-sided Hit Dice.
  • Base attack bonus equal to ½ total Hit Dice (as wizard).
  • Good Reflex and Will saves.
  • Skill points equal to (6 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die.
'''특성(Traits)'''
A fey possesses the following traits (unless otherwise noted in a creature’s entry).
  • Low-light vision.
  • Proficient with all simple weapons and any weapons mentioned in its entry.
  • Proficient with whatever type of armor (light, medium, or heavy) that it is described as wearing, as well as all lighter types. Fey not indicated as wearing armor are not proficient with armor. Fey are proficient with shields if they are proficient with any form of armor.
  • Fey eat, sleep, and breathe.

요정계 분류. 자연과 연결된 속성. 초자연적 힘을 많이 타고 나는 편.

2.1.11. 휴머노이드(Humanoid)


A humanoid usually has two arms, two legs, and one head, or a humanlike torso, arms, and a head. Humanoids have few or no supernatural or extraordinary abilities, but most can speak and usually have well-developed societies. They usually are Small or Medium. Every humanoid creature also has a subtype.
Humanoids with 1 Hit Die exchange the features of their humanoid Hit Die for the class features of a PC or NPC class. Humanoids of this sort are presented as 1st-level warriors, which means that they have average combat ability and poor saving throws.
Humanoids with more than 1 Hit Die are the only humanoids who make use of the features of the humanoid type.
'''특징(Features)'''
A humanoid has the following features (unless otherwise noted in a creature’s entry).
  • 8-sided Hit Dice, or by character class.
  • Base attack bonus equal to ¾ total Hit Dice (as cleric).
  • Good Reflex saves (usually; a humanoid’s good save varies).
  • Skill points equal to (2 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die, or by character class.
'''특성(Traits)'''
A humanoid possesses the following traits (unless otherwise noted in a creature’s entry).
  • Proficient with all simple weapons, or by character class.
  • Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, or by character class. If a humanoid does not have a class and wears armor, it is proficient with that type of armor and all lighter types. Humanoids not indicated as wearing armor are not proficient with armor. Humanoids are proficient with shields if they are proficient with any form of armor.
  • Humanoids breathe, eat, and sleep.

인간형 생물. 인간과 비슷하게 사지 머리 달린 종족이면 다 휴머노이드다. 워낙 다양하다보니, 하위 분류로 종족이 많이 나뉜다. 몬스트러스 휴머노이드나 페이, 거인 분류에도 휴머노이드 분류 생명체와 닮거나 거의 똑같은 종족이 많지만 일단 분류상 휴머노이드는 아니다.

2.1.12. 매지컬 비스트(Magical Beast)


Magical beasts are similar to animals but can have Intelligence scores higher than 2. Magical beasts usually have supernatural or extraordinary abilities, but sometimes are merely bizarre in appearance or habits.
'''특징(Features)'''
A magical beast has the following features.
  • 10-sided Hit Dice.
  • Base attack bonus equal to total Hit Dice (as fighter).
  • Good Fortitude and Reflex saves.
  • Skill points equal to (2 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die.
'''특성(Traits)'''
A magical beast possesses the following traits (unless otherwise noted in a creature’s entry).
  • Darkvision out to 60 feet and low-light vision.
  • Proficient with its natural weapons only.
  • Proficient with no armor.
  • Magical beasts eat, sleep, and breathe.

마법적이거나 특수한 능력을 가진 동물. 일반 동물보다 조금 똑똑한 편이다.

2.1.13. 몬스트러스 휴머노이드(Monstrous Humanoid)


Monstrous humanoids are similar to humanoids, but with monstrous or animalistic features. They often have magical abilities as well.
'''특징(Features)'''
A monstrous humanoid has the following features.
  • 8-sided Hit Dice.
  • Base attack bonus equal to total Hit Dice (as fighter).
  • Good Reflex and Will saves.
  • Skill points equal to (2 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die.
'''특성(Traits)'''
A monstrous humanoid possesses the following traits (unless otherwise noted in a creature’s entry).
  • Darkvision out to 60 feet.
  • Proficient with all simple weapons and any weapons mentioned in its entry.
  • Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Monstrous humanoids not indicated as wearing armor are not proficient with armor. Monstrous humanoids are proficient with shields if they are proficient with any form of armor.
  • Monstrous humanoids eat, sleep, and breathe.

인간형이기는 하나, 괴물이나 야수에 가까운 능력을 지닌 부류.

2.1.14. 식물(Plant)


This type comprises vegetable creatures. Note that regular plants, such as one finds growing in gardens and fields, lack Wisdom and Charisma scores (see Nonabilities) and are not creatures, but objects, even though they are alive.
'''특징(Features)'''
A plant creature has the following features.
  • 8-sided Hit Dice.
  • Base attack bonus equal to ¾ total Hit Dice (as cleric).
  • Good Fortitude saves.
  • Skill points equal to (2 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die, if the plant creature has an Intelligence score. However, some plant creatures are mindless and gain no skill points or feats.
'''특성(Traits)'''
A plant creature possesses the following traits (unless otherwise noted in a creature’s entry).
  • Low-light vision.
  • Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
  • Immunity to poison, sleep effects, paralysis, polymorph, and stunning.
  • Not subject to critical hits.
  • Proficient with its natural weapons only.
  • Proficient with no armor.
  • Plants breathe and eat, but do not sleep.

식물계 몬스터 분류. 일반적인 나무 같은 식물은 살아있기는 하지만 룰적으로는 그냥 사물 취급이고, 식물계 몬스터로 분류된 것은 식물의 생태를 지니기는 하나 괴물적인 것들을 가리킨다. D&D의 세계에는 걸어다니고 사람 잡아먹는 식물도 많이 있다.

2.1.15. 해충(Vermin)


This type includes insects, arachnids, other arthropods, worms, and similar invertebrates.
특징(Features)
Vermin have the following features.
  • 8-sided Hit Dice.
  • Base attack bonus equal to ¾ total Hit Dice (as cleric).
  • Good Fortitude saves.
  • Skill points equal to (2 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die, if the vermin has an Intelligence score. However, most vermin are mindless and gain no skill points or feats.
특성(Traits)
Vermin possess the following traits (unless otherwise noted in a creature’s entry).
  • Mindless: No Intelligence score, and immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
  • Darkvision out to 60 feet.
  • Proficient with their natural weapons only.
  • Proficient with no armor.
  • Vermin breathe, eat, and sleep.

곤충, 거미, 지렁이 등의 생물을 통합한 분류. 지성이라고 할 만한 것이 없이 본능에 의존해 살아가는 생물들이라 정신 지배 효과를 받지 않는다.

2.2. 서브타입(Subtypes)


위에 언급된 타입 하에서의 세부적인 분류나 그와 별개의 부가적인 속성등을 나타내는 분류.

2.2.1. 종족 타입



2.2.1.1. 천족(OGL SRD 3.5)


2.2.1.1.1. 천사(OGL SRD 3.5)


2.2.1.1.2. 아콘(OGL SRD 3.5)


2.2.1.2. 마족(Fiend)


2.2.1.2.1. 타나리(데몬)


2.2.1.2.2. 바테주(데블)


2.2.1.3. 수생생물(Aquatic)

These creatures always have swim speeds and thus can move in water without making Swim checks. An aquatic creature can breathe underwater. It cannot also breathe air unless it has the amphibious special quality.

2.2.1.4. 신체변형 생명체(Shapechanger)

A shapechanger has the supernatural ability to assume one or more alternate forms. Many magical effects allow some kind of shape shifting, and not every creature that can change shape has the shapechanger subtype.
'''특성(Traits)'''
A shapechanger possesses the following traits (unless otherwise noted in a creature’s entry).
  • Proficient with its natural weapons, with simple weapons, and with any weapons mentioned in the creature’s description.
  • Proficient with any armor mentioned in the creature’s description, as well as all lighter forms. If no form of armor is mentioned, the shapechanger is not proficient with armor. A shapechanger is proficient with shields if it is proficient with any type of armor.

2.2.1.5. 고블리노이드

Goblinoids are stealthy humanoids who live by hunting and raiding and who all speak Goblin.

2.2.1.6. 파충류(Reptilian)

These creatures are scaly and usually coldblooded. The reptilian subtype is only used to describe a set of humanoid races, not all animals and monsters that are truly reptiles.

2.2.2. 성향 타입(OGL SRD 3.5)



2.2.2.1. 혼돈(Chaotic)(OGL SRD 3.5)

A subtype usually applied only to outsiders native to the chaotic-aligned Outer Planes. Most creatures that have this subtype also have chaotic alignments; however, if their alignments change they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a chaotic alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the chaotic subtype overcomes damage reduction as if its natural weapons and any weapons it wields were chaotic-aligned (see Damage Reduction, below).

2.2.2.2. 질서(Lawful)(OGL SRD 3.5)

A subtype usually applied only to outsiders native to the lawful-aligned Outer Planes. Most creatures that have this subtype also have lawful alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a lawful alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the lawful subtype overcomes damage reduction as if its natural weapons and any weapons it wields were lawful-aligned (see Damage Reduction, above).

2.2.2.3. 선(Good)(OGL SRD 3.5)

A subtype usually applied only to outsiders native to the good-aligned Outer Planes. Most creatures that have this subtype also have good alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a good alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the good subtype overcomes damage reduction as if its natural weapons and any weapons it wields were good-aligned (see Damage Reduction, above).

2.2.2.4. 악(Evil)(OGL SRD 3.5)

A subtype usually applied only to outsiders native to the evil-aligned Outer Planes. Evil outsiders are also called fiends. Most creatures that have this subtype also have evil alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has an evil alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the evil subtype overcomes damage reduction as if its natural weapons and any weapons it wields were evil-aligned (see Damage Reduction, above).

2.2.3. 네이티브/원주민(Native)(OGL SRD 3.5)


A subtype applied only to outsiders. These creatures have mortal ancestors or a strong connection to the Material Plane and can be raised, reincarnated, or resurrected just as other living creatures can be. Creatures with this subtype are native to the Material Plane (hence the subtype’s name). Unlike true outsiders, native outsiders need to eat and sleep.

2.2.4. 스웜(OGL SRD 3.5)


A swarm is a collection of Fine, Diminutive, or Tiny creatures that acts as a single creature. A swarm has the characteristics of its type, except as noted here. A swarm has a single pool of Hit Dice and hit points, a single initiative modifier, a single speed, and a single Armor Class. A swarm makes saving throws as a single creature. A single swarm occupies a square (if it is made up of nonflying creatures) or a cube (of flying creatures) 10 feet on a side, but its reach is 0 feet, like its component creatures. In order to attack, it moves into an opponent’s space, which provokes an attack of opportunity. It can occupy the same space as a creature of any size, since it crawls all over its prey. A swarm can move through squares occupied by enemies and vice versa without impediment, although the swarm provokes an attack of opportunity if it does so. A swarm can move through cracks or holes large enough for its component creatures.
A swarm of Tiny creatures consists of 300 nonflying creatures or 1,000 flying creatures. A swarm of Diminutive creatures consists of 1,500 nonflying creatures or 5,000 flying creatures. A swarm of Fine creatures consists of 10,000 creatures, whether they are flying or not. Swarms of nonflying creatures include many more creatures than could normally fit in a 10-foot square based on their normal space, because creatures in a swarm are packed tightly together and generally crawl over each other and their prey when moving or attacking. Larger swarms are represented by multiples of single swarms. The area occupied by a large swarm is completely shapeable, though the swarm usually remains in contiguous squares.
'''특성(Traits)'''
A swarm has no clear front or back and no discernable anatomy, so it is not subject to critical hits or flanking. A swarm made up of Tiny creatures takes half damage from slashing and piercing weapons. A swarm composed of Fine or Diminutive creatures is immune to all weapon damage. Reducing a swarm to 0 hit points or lower causes it to break up, though damage taken until that point does not degrade its ability to attack or resist attack. Swarms are never staggered or reduced to a dying state by damage. Also, they cannot be tripped, grappled, or bull rushed, and they cannot grapple an opponent.
A swarm is immune to any spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate), with the exception of mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects) if the swarm has an Intelligence score and a hive mind. A swarm takes half again as much damage (+50%) from spells or effects that affect an area, such as splash weapons and many evocation spells.
Swarms made up of Diminutive or Fine creatures are susceptible to high winds such as that created by a gust of wind spell. For purposes of determining the effects of wind on a swarm, treat the swarm as a creature of the same size as its constituent creatures. A swarm rendered unconscious by means of nonlethal damage becomes disorganized and dispersed, and does not reform until its hit points exceed its nonlethal damage.
'''Swarm Attack'''
Creatures with the swarm subtype don’t make standard melee attacks. Instead, they deal automatic damage to any creature whose space they occupy at the end of their move, with no attack roll needed. Swarm attacks are not subject to a miss chance for concealment or cover. A swarm’s statistics block has “swarm” in the Attack and Full Attack entries, with no attack bonus given. The amount of damage a swarm deals is based on its Hit Dice, as shown in the table.
A swarm’s attacks are nonmagical, unless the swarm’s description states otherwise. Damage reduction sufficient to reduce a swarm attack’s damage to 0, being incorporeal, and other special abilities usually give a creature immunity (or at least resistance) to damage from a swarm. Some swarms also have acid, poison, blood drain, or other special attacks in addition to normal damage.
Swarms do not threaten creatures in their square, and do not make attacks of opportunity with their swarm attack. However, they distract foes whose squares they occupy, as described below.
'''Distraction (Ex)'''
Any living creature vulnerable to a swarm’s damage that begins its turn with a swarm in its square is nauseated for 1 round; a Fortitude save (DC 10 + ½ swarm’s HD + swarm’s Con modifier; the exact DC is given in a swarm’s description) negates the effect. Spellcasting or concentrating on spells within the area of a swarm requires a Concentration check (DC 20 + spell level). Using skills that involve patience and concentration requires a DC 20 Concentration check.
Swarm HD
Swarm Base Damage
1-5
1d6
6-10
2d6
11-15
3d6
16-20
4d6
21 or more
5d6

2.2.5. 어보미네이션/혐오체(OGL SRD 3.5)


기본적으로 아웃사이더의 한 종류로 취급된다.

2.2.6. 기체 형태


생명체 자체가 기체로 이루어져있는 분류.

2.2.7. 리빙 컨스트럭트(Living Construct)


워포지드모드론처럼 컨스트럭트임에도 어느정도 생명체의 특성을 가진 분류. 수리로도 치료로도 회복되지만 절반 영향만 받는다.

2.2.8. 비실체(Incorporeal)(OGL SRD 3.5)


An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, it has a 50% chance to ignore any damage from a corporeal source (except for positive energy, negative energy, force effects such as magic missile, or attacks made with ghost touch weapons). Although it is not a magical attack, holy water can affect incorporeal undead, but a hit with holy water has a 50% chance of not affecting an incorporeal creature.
An incorporeal creature has no natural armor bonus but has a deflection bonus equal to its Charisma bonus (always at least +1, even if the creature’s Charisma score does not normally provide a bonus).
An incorporeal creature can enter or pass through solid objects, but must remain adjacent to the object’s exterior, and so cannot pass entirely through an object whose space is larger than its own. It can sense the presence of creatures or objects within a square adjacent to its current location, but enemies have total concealment (50% miss chance) from an incorporeal creature that is inside an object. In order to see farther from the object it is in and attack normally, the incorporeal creature must emerge. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks. An incorporeal creature cannot pass through a force effect.
An incorporeal creature’s attacks pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against it. Incorporeal creatures pass through and operate in water as easily as they do in air. Incorporeal creatures cannot fall or take falling damage. Incorporeal creatures cannot make trip or grapple attacks, nor can they be tripped or grappled. In fact, they cannot take any physical action that would move or manipulate an opponent or its equipment, nor are they subject to such actions. Incorporeal creatures have no weight and do not set off traps that are triggered by weight.
An incorporeal creature moves silently and cannot be heard with Listen checks if it doesn’t wish to be. It has no Strength score, so its Dexterity modifier applies to both its melee attacks and its ranged attacks. Nonvisual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to incorporeal creatures. Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see.

유령처럼 실체가 없는 생명체. 비마법적인 공격으로는 절대 피해를 가할 수 없으며 마법적인 공격도 기본적으로 50%의 실패 확률이 붙는다. 실체가 없는만큼 비실체 생명체 전용 무기가 아니면 실체가 있는 무기를 사용할 수가 없으며, 대신 '''비실체 접촉'''이라는 공격을 이용해 에너지 드레인 공격같은 것을 한다.

2.2.9. 속성 타입(OGL SRD 3.5)



2.2.9.1. 공기(Air)(OGL SRD 3.5)

This subtype usually is used for elementals and outsiders with a connection to the Elemental Plane Air. Air creatures always have fly speeds and usually have perfect maneuverability.

2.2.9.2. 불(Fire)(OGL SRD 3.5)

A creature with the fire subtype has immunity to fire. It has vulnerability to cold, which means it takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure.

2.2.9.3. 물(Water)(OGL SRD 3.5)

This subtype usually is used for elementals and outsiders with a connection to the Elemental Plane of Water. Creatures with the water subtype always have swim speeds and can move in water without making Swim checks. A water creature can breathe underwater and usually can breathe air as well.

2.2.9.4. 흙(Earth)(OGL SRD 3.5)

This subtype usually is used for elementals and outsiders with a connection to the Elemental Plane of Earth. Earth creatures usually have burrow speeds, and most earth creatures can burrow through solid rock.

2.2.9.5. 냉기(Cold)(OGL SRD 3.5)

A creature with the cold subtype has immunity to cold. It has vulnerability to fire, which means it takes half again as much (+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure.

2.2.10. 엑스트라플래너(Extraplanar)(OGL SRD 3.5)


A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. Monster entries assume that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). Every extraplanar creature in this book has a home plane mentioned in its description. Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane, such as the Astral Plane, the Ethereal Plane, and the Plane of Shadow.

자신들의 고향 차원이 아닌 곳에 있는 생물들을 통틀어 일컫는 분류. 아웃사이더나 정령은 물론이고, 그림자 차원 출신의 나이트셰이드나 기타 아스트랄 차원이나 에테리얼 차원 출신의 생명체 등이 해당된다. 플레이어 캐릭터도 물질계가 아닌 다른 차원에 가 있는 상태라면 엑스트라 플래너가 붙는다고.

2.2.11. 아그멘터드(Augmented)(OGL SRD 3.5)


A creature receives this subtype whenever something happens to change its original type. Some creatures (those with an inherited template) are born with this subtype; others acquire it when they take on an acquired template. The augmented subtype is always paired with the creature’s original type. A creature with the augmented subtype usually has the traits of its current type, but the features of its original type.

2.3. 5e 타입(Types)


  • 드래곤(Dragons)
  • 변이체(Aberrations)
  • 야수(Beasts)
  • 천족(Celestials)
  • 인공생명체(Constructs)
  • 원소(Elemental)
  • 요정(Fey)
  • 마족(Fiends)
  • 거인(Giants)
  • 인간형 생명체(Humanoids)
  • 괴물(Monstrusities)
  • 부정형(Oozes)
  • 식물형(Plants)
  • 언데드(Undead)

3. 패스파인더 RPG



3.1. 타입


네티스의 기록보관소 몬스터 타입

3.1.1. 드래곤



3.1.2. 아웃사이더



3.1.3. 언데드



3.1.4. 우즈



3.1.5. 애버레이션(Aberration)



3.1.6. 동물(Animal)



3.1.7. 컨스트럭트(Construct)



3.1.8. 페이(Fey)



3.1.9. 휴머노이드(Humanoid)



3.1.10. 몬스트러스 휴머노이드(Monstrous Humanoid)



3.1.11. 식물(Plant)



3.1.12. 해충(Vermin)



3.2. 서브타입


네티스의 기록보관소 몬스터 서브타입
위에 언급된 타입 하에서의 세부적인 분류나 그와 별개의 부가적인 속성등을 나타내는 분류.

4. 관련 문서


[1] 파 렐름에서 넘어온 자들, 강력한 마법적인 힘에 접촉해 뒤틀린 존재, 인위적으로 개조한 존재 등.