Is the telepathy rule in the Monster Manual only applicable to monster telepathy abilities?

In the Monster Manual, in the chapter “Monster Statistics” it says:

Telepathy Telepathy is a magical ability that allows a monster to communicate mentally with another creature within a specified range. The contacted creature doesn’t need to share a language with the monster to communicate in this way with it, but it must be able to understand at least one language. A creature without telepathy can receive and respond to telepathic messages but can’t initiate or terminate a telepathic conversation.

A telepathic monster doesn’t need to see a contacted creature and can end the telepathic contact at any time. The contact is broken as soon as the two creatures are no longer within range of each other or if the telepathic monster contacts a different creature within range. A telepathic monster can initiate or terminate a telepathic conversation without using an action, but while the monster is incapacitated, it can’t initiate telepathic contact, and any current contact is terminated. (MM p.9)

Are these rules intended only to apply to monster telepathic abilities?

Specifically, when it says

A creature without telepathy can receive and respond to telepathic messages but can’t initiate or terminate a telepathic conversation.

Does it mean that characters can respond to “a monster’s telepathic messages” or “telepathic messages from any source”?

Several Jeremy Crawford rulings seem to imply that the intent is for this to apply only to monster telepathy (see here and here for example). However, I’ve seen this cited in arguments that have nothing to do with monster telepathy as well (see this answer). So I just want a clear answer as to what case this section of the rules applies to.

Should I get the Dungeon Master’s Guide, the Player’s Handbook, or the Monster Manual? [duplicate]

So I’m a fairly new player in the game Dungeons & Dragons (D&D). I’m known about the game/played a very loose version of the game a little over a year ago and I started getting serious about ten-eleven months ago. Currently, I am still learning about the game, its concepts, and how to play. Something I would love to try is DMing. But there are a few problems with that:

  1. I’m still not a master at the game and I’m still learning
  2. I’m not sure if I have all the resources.

So I’m asking you guys! What would be the most important to get for an inspiring world builder and D&D player? The Dungeon Master’s Guide, the Player Handbook, or the Monster Manual? I currently have some beginner level stuff that just teaches you the basics, but what if I want to go deeper?

Does Spell Resistance scale when advancing a monster?

I just advanved a Canoloth (MM 3, p. 200) as I wanted to use it against a lvl 14 party. It is originally CR 5 and I wanted to raise it to CR 8. So I added 4 HD (CR+2) and the elite array (CR+1). This raises a lot of stats, especially saves, but against a lvl 14 party Spell Resistance 18 is miserable. Effectively the Canoloth lost half its Spell Resistance compared to basic Canoloth matched against a lvl 11 party. So would you judge that raising SR to 21 would raise the advanced Canoloths CR above 8 or should this just be part of the advancement to CR 8?

How to eat a monster

I want to create a character that kills enemies by eating them, but I’m not sure how to make it work, I know that I need a race like a kobold, But I’m not sure which class and which abilities, I’m willing to try anything.

How does AC 30 at level 12 stack up vs Monster Attack Bonuses [closed]

So this is a build I have been working on for few days after a player stated that AC is incredibly difficult to increase and doesn’t feel useful considering the base costs.

Level 2 fighter/10 Wizard

Base Armor:

Plate +18 AC Shield +2

Class abilities:

Fighter: Fight Style Defense +1 AC

Activated abilities:

Wizard: War Magic School Durable Magic +2 AC while holding Concentration Active Concentration spell; Haste (targets include caster) +2AC

Shield used as a reaction when targeted +5AC

Total AC before first turn 21 Total AC after first turn 25 Total AC on reaction after being attacked 30

Two Questions: One How would that stack up against the mid to late game monsters and is there a way to increase the characters AC even further without magical arms and armor?

Bonus questions: When a player grabs say a ring of protection+2 and bracers of Armor +2 do they stack?

Finding Enchanted shields and Plate armor would their magical bonus stack with the bonuses already received from the ring and or bracers?

This caster has the opportunity to use action surge along with haste, could that character cast three 1 actions spells in a single turn. From what I have read the answer would be yes. Haste doesn’t say that you can’t cast a spell as a part of your extra action.

What is the earliest example of a varint monster in a published adventure?

In an answer to another question I made the point that using non-standard variants of published monsters has been common practice since the early days of RPGs. This was based on my own experience, but I am certain I have seen the practice in published aventures. What is the earliest instance of a variant monster in a published adventure?

How I am defining the term "variant monster":

  • A variant monster must be based on a published, official monster but differs from the official monster in a significant way. By significant way, I mean any change in physical statisics (including hit points outside the range normally possible) or a change in the monster’s physical description that might cause players to misidentify it or not notice it (example: red slime with green slime stats).
  • Includes any monster with abilities not accounted for in its official description, such as a spell-casting medusa or a psionic basilisk.
  • Includes any monster that behaves in a way that would normally be impossible for that monster (example: a sentient iron golem that acts on its own free will). But this does not include a creature that has been turned into a monster and still behaves as its natural self (example: a gnome trapped inside an iron golem’s body).
  • Does not include new monsters that are not based on existing oficial monsters.
  • Does not include new types of old monsters that receive a full description in the module and possibly later were published as monsters in supplements. Example: the drow (mentioned briefly, not statted in the 1e Monster Manual) was fully described and statted in the appendix of the first adventure in which they appeared (G3 Hall of the Fire Giant King) and was later published in the 1e Fiend Folio, so drow is not a variant monster.
  • Does not include monsters that are physically and statistically the same as their official type but behave in an unusual way (e.g., a good-aligned red dragon or a cunning, educated ogre).
  • Does not include monsters equipped in an unusual way.

What do official sources say about player access to the Monster Manual?

The Introduction of the Monster Manual makes it clear several times that it is a book for DMs (MM, p. 4; emphasis mine):

This bestiary is for storytellers and world-builders. If you have ever thought about running a DUNGEONS & DRAGONS game for your friends, either a single night’s adventure or a long-running campaign, this tome contains page after page of inspiration.** […]

If you’re an experienced Dungeon Master (DM)**, a few of the monster write-ups might surprise you, for we’ve gone into the Monster Manuals of yore and discovered some long-lost factoids. […]

The best thing about being a DM is that you get to invent your own fantasy world and bring it to life, and nothing brings a D&D world to life more than the creatures that inhabit it. […]

The Monster Manual is one of three books that form the foundation of the DUNGEONS & DRAGONS game, the other two being the Player’s Handbook and the Dungeon Master’s Guide. The Monster Manual, like the Dungeon Master’s Guide, is a book for DMs.

However, it stops short of saying the Monster Manual is only for DMs, and does not specifically say that it should not be used by players.


Roll20, on the other hand, clearly made a decision to give players extensive access to information from the Monster Manual. Per the Roll20 wiki page for the Monster Manual:

Players can have direct access to the Monster Manual within the In-App Roll20 Compendium. You can share the Monster Manual with Compendium Sharing.


This is not a question about whether such information should be available to players – that is opinion-based and off-topic.

Rather, I am trying to understand:

  1. Besides the statements in the MM itself, what do other official sources say about to what extent the information players have access to the information in the MM?

  2. Did Roll20 ever explain their decision to provide players with full access to MM information?

While this is a list question, it is a bounded list – I am interested in official sources, and officially licensed sources.

It is not a ‘designer’s intent’ question in that I am not interested in opinion, interpretation, or speculation; I am just trying to track down relevant textual quotes about who has legitimate access to the MM information, and under what circumstances.

Is this monster Level Appropriate?

It’s been a while, but I decided to take one of my Pathfinder 1e Dungeons and transfer it into Pathfinder 2e. That being said, I could not find a Kyrana anywhere in the Pathfinder 2e Bestiary, so I took a shot at rebuilding it using the rules found in the Pathfinder 2e Gamemastery Guide. In my experience, a level 1 party of 2 could fight this creature, albeit with some difficulty. With that in mind, I used the metrics for a Level 1 Creature to recreate it:

NE MEDIUM FIRE DRAGON | Creature Level 1

Perception : +6|60ft Darkvision|Low-Light Vision

Languages : Draconic

Skills : Climb +9

Str +3 | Dex +3 | Con +2 | Int -4 | Wis -1 | Cha -3


AC 13, Fort +7, Ref +7, Will +4

HP 35; Immunities: Fire; Weaknesses: Cold 5


Speed 30ft

Melee * Claws+8 | Agile (-4 to hit on second attack and -8 to hit on third attack (instead of -5/-10)) | 1D4

Melee * Bite+8 | 1D4+2

Breath Weapon ** Arcane, Evocation, Fire | 3D6 damage in a 20ft line (DC 13 Relfex to halve). Cannot use again until 1D4 turns later

Firey Regeneration | During any turn a Kyrana would normally take FIRE damage, it gains Regeneration 10 until the end of its next turn. It cannot use its Breath Weapon on itself to activate this effect

That all being said, Is this creature too strong for its level?