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Stat blocks are a summary of what a typical specimen of a monster should be able tocan do. They're a convenience; planning an adventure is hard enough without the GM having to figure out every equipment permutation on every villainous minion a party might encounter.

Stat blocks are a summary of what a typical specimen of a monster should be able to do. They're a convenience; planning an adventure is hard enough without the GM having to figure out every equipment permutation on every villainous minion a party might encounter.

Stat blocks are a summary of what a typical specimen of a monster can do. They're a convenience; planning an adventure is hard enough without the GM having to figure out every equipment permutation on every villainous minion a party might encounter.

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For example, a Marilith has six arms (and a tail). On her turn, she can draw and attack with six swords (and attack with her tail). Why? Because she has a Multiattack action that says so. She isn't using the fighter's Extra Attack ability or Two-Weapon Fighting or the Dual Wielding feet. The stat block summarizes her training and her demonic nature into the fact we actually care about: She attacks with all six swords (and her tail).

The Bottom Line

Stat blocks are a summary of what a typical specimen of a monster should be able to do. They're a convenience; planning an adventure is hard enough without the GM having to figure out every equipment permutation on every villainous minion a party might encounter.

Any creature capable of holding two light weapons is capable of swinging both light weapons. This fact is accounted for on stat blocks by two things:

Low-CR mooks are limited to possessing the weapons on their stat block because weapons cost money. Joe McPeasant doesn't get two short swords for the same reason that he doesn't get a suit of plate mail.

Creatures that are actually GOOD at swinging multiple weapons and that tend to POSSESS multiple weapons generally say "Multiattack: [attacks with both of its weapons]" in their stat block.

For example, a Marilith has six arms. On her turn, she can draw and attack with six swords (and attack with her tail). Why? Because she has a Multiattack action that says so. She isn't using the fighter's Extra Attack ability or Two-Weapon Fighting or the Dual Wielding feet. The stat block summarizes her training and her demonic nature into the fact we actually care about: She attacks with all six swords.

For example, a Marilith has six arms (and a tail). On her turn, she can draw and attack with six swords (and her tail). Why? Because she has a Multiattack action that says so. She isn't using the fighter's Extra Attack ability or Two-Weapon Fighting or the Dual Wielding feet. The stat block summarizes her training and her demonic nature into the fact we actually care about: She attacks with all six swords (and her tail).

The Bottom Line

Stat blocks are a summary of what a typical specimen of a monster should be able to do. They're a convenience; planning an adventure is hard enough without the GM having to figure out every equipment permutation on every villainous minion a party might encounter.

Any creature capable of holding two light weapons is capable of swinging both light weapons. This fact is accounted for on stat blocks by two things:

Low-CR mooks are limited to possessing the weapons on their stat block because weapons cost money. Joe McPeasant doesn't get two short swords for the same reason that he doesn't get a suit of plate mail.

Creatures that are actually GOOD at swinging multiple weapons and that tend to POSSESS multiple weapons generally say "Multiattack: [attacks with both of its weapons]" in their stat block.

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The CR 1/4 Drow stat block (Monster Manual p.128) lists actions for a typical Drow-on-the-street. GivenThis stat block implies that, given the nature of Drow society, an average non-soldier Drow will have chain mail, one shortsword, and one hand crossbow.

That being said, as GM, you can modify a Drow by giving it an extra short sword. For that matter, you can also change its armor or change any of its equipment. You can even declare that an enclave of Drow are all infused with demon blood that lets them shoot lasers from their eyes. The stat block is just a time-saving summary,summary; it shows a typical specimen so the GM doesn'tyou don't have to calculate combat stats for every monster the party encounters.

The CR 1/4 Drow stat block (Monster Manual p.128) lists actions for a typical Drow-on-the-street. Given the nature of Drow society, an average non-soldier Drow will have chain mail, one shortsword, and one hand crossbow.

That being said, you can modify a Drow by giving it an extra short sword. For that matter, you can also change its armor or change any of its equipment. The stat block is just a time-saving summary, so the GM doesn't have to calculate combat stats for every monster the party encounters.

The CR 1/4 Drow stat block (Monster Manual p.128) lists actions for a typical Drow-on-the-street. This stat block implies that, given the nature of Drow society, an average non-soldier Drow will have chain mail, one shortsword, and one hand crossbow.

That being said, as GM, you can modify a Drow by giving it an extra short sword. For that matter, you can also change its armor or change any of its equipment. You can even declare that an enclave of Drow are all infused with demon blood that lets them shoot lasers from their eyes. The stat block is just a time-saving summary; it shows a typical specimen so you don't have to calculate combat stats for every monster the party encounters.

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