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Learn how your comment data is processed. We'll assume you're ok with this, but you can opt-out if you wish.Out of these, the cookies that are categorized as necessary are stored on your browser as they are essential for the working of basic functionalities of the website. We also use third-party cookies that help us analyze and understand how you use this website. These cookies will be stored in your browser only with your consent. You also have the option to opt-out of these cookies. But opting out of some of these cookies may affect your browsing experience. This category only includes cookies that ensures basic functionalities and security features of the website. These cookies do not store any personal information. It is mandatory to procure user consent prior to running these cookies on your website. We have the full range of main dealer garage workshop manuals available on the internet worldwide, Worldwide specifications fully covered. Petrol, Gasoline, Diesel, Left and Right hand Drive all covered. Full coverage of all varients of Manual and automatic transmissions. Hybrid and electric vehicle manuals also available. It complies with all regulations and the law. Any trademarks, logos or brands used are the property of their respective owners. These are used only for identification purposes and usage of them doesn’t imply endorsement. This website and it’s listings comply with all laws and copyright regulations. The listings have been fully made by us. No rules, trademarks, or copyrights, have been infringed in listing these items. The items contains information for which we are the owners and we own the intellectual property as well as copyrights, it is based on our huge experience and technical information available in public domains. This product fully conforms to compilation and international media policy. Licensure: These factory manuals have no connection with Haynes, Auto-data, Car manufacturers’ products and we legally own the information included in the Workshop Manuals. Selling service data, catalogs of spare parts, technical specifications information, workshops, technical repair and diagnostic data for trucks, vans and passenger vehicles does not constitute any kind of infringement of rights, this information is not intellectual property of software corporations or car maker. These items do not infringe any copyright, trade mark, or other rights or policies. We hold all copyright and Intellectual properties for these products and we have full and legal rights to sell them. All images and or names or logos belong to the respective owners and for identification purposes only. www.downloadworkshopmanuals.com has no assosiation with any of these companies Payment is for the download service and support from www.downloadworkshopmanuals.com. There are plenty of reasons why you might decide to rent a limo, Just keep reading to find out the typical rental prices — you might decide to hire one! Other special occasions can be made better by traveling in a limousine; from a high-school prom or college graduation to bachelor and bachelorette parties, renting a limo can really make the event. How much will renting a limousine set you back. However, even with the same company, their limos can differ depending on the model, as can be seen on dmc-limousines.com, for example. You might be surprised if you’ve never traveled in one previously, or if it’s been a long time since you last rode in one. Hiring a limo is likely to be more costly on an evening at the weekend than in the middle of a weekday, for example. Bigger limos with more features will be more expensive, as will newer models in better condition. 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June 21, 2021 All About Your Automatic Transmission June 21, 2021 How To Find An Affordable And Quality Mechanic June 20, 2021 Best Places to Camp in the U.S.: 5 Top Spots June 20, 2021 The 5 Common Paint Protection Options — Ranked June 20, 2021 5 Most Common Car Accident Injuries June 19, 2021 4 Things You Never Knew About Fire Trucks June 19, 2021 Search Motor Era. Our library is the biggest of these that have literally hundreds of thousands of different products represented. I get my most wanted eBook Many thanks If there is a survey it only takes 5 minutes, try any survey which works for you. Something went wrong. Get what you love for less.User Agreement, Privacy, Cookies and AdChoice Norton Secured - powered by DigiCert. And by having access to our ebooks online or by storing it on your computer, you have convenient answers with Viewcontent Php3Farticle3Dhummer H1 Service Manual26context3Dlibpubs. To get started finding Viewcontent Php3Farticle3Dhummer H1 Service Manual26context3Dlibpubs, you are right to find our website which has a comprehensive collection of manuals listed. Our library is the biggest of these that have literally hundreds of thousands of different products represented. I get my most wanted eBook Many thanks If there is a survey it only takes 5 minutes, try any survey which works for you. Most creatures don't have special saving throw bonuses, in which case this section is absent. For example, a monster that is very perceptive and stealthy might have bonuses to Wisdom ( Perception ) and Dexterity ( Stealth ) checks. Other modifiers might apply. For instance, a monster might have a larger-than-expected bonus (usually double its proficiency bonus) to account for its heightened expertise. If you swap them out, you decide whether the creature is proficient with its new equipment. You could equip a hill giant with chain mail and a greataxe instead, and assume the giant is proficient with both, one or the other, or neither. Particular creatures are even resistant or immune to damage from nonmagical attacks (a magical attack is an attack delivered by a spell, a magic item, or another magical source). In addition, some creatures are immune to certain conditions. Special senses are described below. The monster can see in dim light within the radius as if it were bright light, and in darkness as if it were dim light. The monster can't discern color in darkness, only shades of gray. Many creatures that live underground have this special sense. Many burrowing creatures, such as ankhegs, have this special sense. Furthermore, the monster can see into the Ethereal Plane within the same range. Sometimes a monster can understand a language but can't speak it, and this is noted in its entry.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. 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. An appropriately equipped and well-rested party of four adventurers should be able to defeat a monster that has a challenge rating equal to its level without suffering any deaths. For example, a party of four 3rd-level characters should find a monster with a challenge rating of 3 to be a worthy challenge, but not a deadly one. These monsters have a challenge rating of 21 or higher and are specifically designed to test player skill. Typically, XP is awarded for defeating the monster, although the DM may also award XP for neutralizing the threat posed by the monster in some other manner. Unless something tells you otherwise, a monster summoned by a spell or other magical ability is worth the XP noted in its stat block. Unless noted otherwise, an innate spell of 1st level or higher is always cast at its lowest possible level and can't be cast at a higher level. If a monster has a cantrip where its level matters and no level is given, use the monster's challenge rating. If a monster's innate spells don't require attack rolls, no attack bonus is given for them. The spellcaster level is also used for any cantrips included in the feature. The list might also include spells from a feature in that class, such as the Divine Domain feature of the cleric or the Druid Circle feature of the druid. The monster is considered a member of that class when attuning to or using a magic item that requires membership in the class or access to its spell list. For example, a drow mage with the 3rd-level lightning bolt spell can cast it as a 5th-level spell by using one of its 5th-level spell slots. If you do so, you might cause the monster to be a greater or lesser threat than suggested by its challenge rating. This tag carries no special rules of its own, but other parts of the game might refer to it. A monster that has this tag typically doesn't require any components to cast its spells. You have the option of taking average damage or rolling the damage; for this reason, both the average damage and the die expression are presented. A creature can't use Multiattack when making an opportunity attack, which must be a single melee attack. You can assume that a monster has 2d4 pieces of ammunition for a thrown weapon attack, and 2d10 pieces of ammunition for a projectile weapon such as a bow or crossbow. If a creature has no special reaction, this section is absent. At the start of each of the monster's turns, roll a d6. If the roll is one of the numbers in the recharge notation, the monster regains the use of the special ability. The ability also recharges when the monster finishes a short or long rest. Then, at the start of the monster's turn, it regains the use of that ability if it rolls a 5 or 6 on a d6. This notation means that a monster can use a special ability once and then must finish a short or long rest to use it again. When a monster hits with such an attack, it doesn't need to make an additional ability check to determine whether the grapple succeeds, unless the attack says otherwise. To do so, it must succeed on a Strength ( Athletics ) or Dexterity ( Acrobatics ) check against the escape DC in the monster's stat block.A creature that customarily wears clothes, such as a humanoid, is assumed to be dressed appropriately. A battered suit of armor made for a monster is rarely usable by someone else, for instance. If a spellcasting monster needs material components to cast its spells, assume that it has the material components it needs to cast the spells in its stat block. Only one legendary action option can be used at a time and only at the end of another creature's turn. A creature regains its spent legendary actions at the start of its turn. It can forgo using them, and it can't use them while incapacitated or otherwise unable to take actions. If surprised, it can't use them until after its first turn in the combat. Such a section applies only to a legendary creature that spends a great deal of time in its lair. On initiative count 20 (losing all initiative ties), it can use one of its lair action options. It can't do so while incapacitated or otherwise unable to take actions. If surprised, it can't use one until after its first turn in the combat. Regional effects end abruptly or dissipate over time when the legendary creature dies. Stat blocks can be used to represent both human and nonhuman NPCs. For example, a halfling druid might have a speed of 25 feet and the Lucky trait. Adding racial traits to an NPC doesn't alter its challenge rating. For more on racial traits, see the Player's Handbook. You can substitute any spell on the NPC's spell list with a different spell of the same level from the same spell list. Swapping spells in this manner doesn't alter an NPC's challenge rating. Adjustments to Armor Class and damage can change an NPC's challenge rating. An archmage, for example, might have a magic staff or wand, as well as one or more potions and scrolls. Giving an NPC a potent damage-dealing magic item could alter its challenge rating. The acolyte has following cleric spells prepared: They perform a variety of functions in a temple and are granted minor spellcasting power by their deities. The archmage can cast disguise self and invisibility at will and has the following wizard spells prepared: Benevolent ones counsel kings and queens, while evil ones rule as tyrants and pursue lichdom. Those who are neither good nor evil sequester themselves in remote towers to practice their magic without interruption. Any hit the assassin scores against a surprised creature is a critical hit. The assassin deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin that isn’t incapacitated and the assassin doesn’t have disadvantage on the attack roll. Not all bandits are evil. Oppression, drought, disease, or famine can often drive otherwise honest folk to a life of banditry. They might be freebooters interested only in treasure and murder, or they might be privateers sanctioned by the crown to attack and plunder an enemy nation’s vessels. Or the captain makes two ranged attacks with its daggers. To do so, the captain must see the attacker and be wielding a melee weapon. The bandit captain has these qualities in spades. To keep the crew in line, the captain must mete out rewards and punishment on a regular basis. A prisoner who appeals to the captain’s vanity or ego is more likely to be treated fairly than a prisoner who does not or claims not to know anything of the captain’s colorful reputation. Most conceal their loyalties to avoid being ostracized, imprisoned, or executed for their beliefs. Unlike evil acolytes, cultists often show signs of insanity in their beliefs and practices. The fanatic has the following cleric spells prepared: Most are interested in personal power above all else. It has the following druid spells prepared: Some are tribal shamans who heal the sick, pray to animal spirits, and provide spiritual guidance. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. To do so, the gladiator must see the attacker and be wielding a melee weapon. Some gladiators are brutal pit fighters who treat each match as a life-or-death struggle, while others are professional duelists who command huge fees but rarely fight to the death. For 1 minute, the knight can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is incapacitated. To do so, the knight must see the attacker and be wielding a melee weapon. A knight’s alignment determines the extent to which a pledge is honored. Whether undertaking a quest or patrolling a realm, a knight often travels with an entourage that includes squires and hirelings who are commoners. The mage has the following wizard spells prepared: Good-aligned mages offer counsel to nobles and others in power, while evil mages dwell in isolated sites to perform unspeakable experiments without interference. To do so, the noble must see the attacker and be wielding a melee weapon. A noble often travels in the company of guards, as well as servants who are commoners. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st. The priest has the following cleric spells prepared: They are the spiritual leaders of temples and shrines and often hold positions of influence in their communities. Evil priests might work openly under a tyrant, or they might be the leaders of religious sects hidden in the shadows of good society, overseeing depraved rites. The scout has advantage on Wisdom ( Perception ) checks that rely on hearing or sight. Most hunt wild game, but a few work as bounty hunters, serve as guides, or provide military reconnaissance. The spy deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the spy that isn’t incapacitated and the spy doesn’t have disadvantage on the attack roll. A spy is trained to secretly gather information. Loyal spies would rather die than divulge information that could compromise them or their employers. They work for money and have few scruples. Each tribe acts in accordance with the wishes of its chief, who is the greatest or oldest warrior of the tribe or a tribe member blessed by the gods. If it has a shortsword drawn, it can also make a shortsword attack. Their ranks include soldiers retired from long service and warriors who never served anyone but themselves. Please enable JavaScript to get the best experience from this site. A creature that touches the aboleth or that hits it with a melee attack while within 5 feet of it must make a DC 14 Constitution saving throw. On a failure, the creature is diseased for 1d4 hours. The diseased creature can breathe only underwater. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or become diseased. The disease has no effect for 1 minute and can be removed by any magic that cures disease. After 1 minute, the diseased creature's skin becomes translucent and slimy, the creature can't regain hit points unless it is underwater, and the disease can be removed only by heal or another disease-curing spell of 6th level or higher. When the creature is outside a body of water, it takes 6 (1d12) acid damage every 10 minutes unless moisture is applied to the skin before 10 minutes have passed. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the aboleth until the aboleth dies or until it is on a different plane of existence from the target. The charmed target is under the aboleth's control and can't take reactions, and the aboleth and the target can communicate telepathically with each other over any distance. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the aboleth.