Thanks to Peter...
Throughout Monsters & Treasure: Certain special abilities were not described for several of the creatures in the book. The list below shows the page number, the monster, and the abilities that are not described. Below that is the missing descriptions of the monster abilities.
Page 18, Devourer: control undead, dominate person, ghoul touch, spectral handPage 26, Dragon, Gold: foresightPage 28, Drider: detect lie, know alignmentPage 33, Elf, Drow: detect lie, know alignmentPage 36, Genie, Djinni: create winePage 37, Genie, Efreeti: scorching rayPage 40, Giant, Storm: predict weatherPage 45, Hag: forcecagePage 46, Hag, Green: speak with monsters, audible glamourPage 46, Hag, Night: etherealness, know alignmentPage 76, Sphinx, Gyno: detect invisible, read languagesPage 77, Sprite, Grig: tripPage 77, Sprite, Pixie: permanent illusion, know alignmentPage 79, Titan: etherealnessThe Special Abilities:AUDIBLE GLAMOUR: This functions identically to the
ghost sound spell (Players Handbook, page 83).
CONTROL UNDEAD: The creature can command all undead creaures within 50 feet of it to do its bidding. Controlled undead can understand the creature regardless of the language the creature speaks. When the creature ends the effect, the undead revert to their normal behavior although intelligent undead will remember that they were controlled. This ability is equivalent to a 7th-level spell.
CREATE WINE: This functions identically to the
create water spell (Players Handbook, page 74) but creates wine instead of water.
DETECT INVISIBLE: This functions identically to the
see invisibility spell (Players Handbook, page 103).
DETECT LIE: This functions identically to the
discern lies spell (Players Handbook, page 77).
DOMINATE PERSON: This ability functions identically to the
charm person spell (Players Handbook, page 70), however the creature can control the subject at an unlimited range as if the subject were an automaton. Giving the subject orders is automatically successful, but the subject receives a Charisma check to break the effect if forced to take actions it wouldn't ordinarily do. Self-destructive orders are not followed. This ability is equivalent to a 5th-level spell.
ETHEREALNESS: This functions identically to the
ethereal jaunt spell (Players Handbook, page 80) except up to 3 additional willing subjects may be brought into the Ethereal Plane. This ability is equivalent to a 9th-level spell.
FORCECAGE: Forcecage functions identically to a
wall of force (Players Handbook, page 114) but instead of a single wall, a cubical prison is brought into being. This ability is equivalent to a 7th-level spell. When the forcecage is created the creature chooses the type of forcecage desired.
Barred Cage: this version produces a 20-foot cube made of bands of force for bars. The bands are a half-inch wide, with half-inch gaps between them. Any creature capable of passing through such a small space can escape; others are confined. All spells and breath weapons can pass through the gaps in the bars.
Windowless Cell: this version produces a 10-foot cube with no way in and no way out. Solid walls of force form its six sides.
FORESIGHT: See Monsters & Treasure, page 67, Prysmal Eye.
GHOUL TOUCH: See Monsters & Treasure, page 38, Ghoul (Paralysis).
KNOW ALIGNMENT: All creatures are surrounded by an aura that can indicate their alignment, and this spell reveals the alignment of one object or a creature through its aura. This is equivalent to a 2nd-level spell.
PERMANENT ILLUSION: This functions identically to the
permanent image spell (Players Handbook, page 95).
PREDICT WEATHER: this ability grants the creature a 100% accurate forecast of the weather in a nine square mile area. This is equivalent to a 1st-level spell.
READ LANGUAGES: This functions identically to the
comprehend languages spell (Players Handbook, page 72), but is limited to the written word only.
SCORCHING RAY: The creature may fire one ray at a target up to 30 feet distant. This ray requires a ranged touch attack to hit and deals 4d6 points of fire damage. This is equivalent to a 2nd-level spell.
SPEAK WITH MONSTERS: This functions identically to the
comprehend languages spell (Players Handbook, page 72), but is limited to the spoken word and only applies to monster speech.
SPECTRAL HAND: This ghostly, glowing hand moves as the creature desires, allowing it to deliver low-level, touch range spells at a distance. Any touch range spell of 4th level or lower that is cast can be delivered by this ability. Using the hand counts as an attack. If the hand travels more than 150 feet away from the creature, delivers a spell successfully, or goes out of the creature's sight, the hand returns to the creature and hovers. The hand cannot be harmed by normal weapons, but only can take 4 hit points of damage before dissipating. This is equivalent to a 2nd-level spell.
TRIP: The creature can cast this on an available vine, stick, pole, or rope and cause the object to rise from the ground and trip any creature crossing over it, even if they are aware of it. Running creatures tripped onto a hard surface take 1d6 damage and are stunned for 1d4+1 minutes. If the surface is a soft surface, targets are only stunned for 1 minute. Medium creatures or larger are unaffected by this spell. This is the equivalent of a 2nd-level spell.
Note for the Trolls:For the fourth printing of
Monsters & Treasure the abilities in the list above that say "functions identically to such and such a spell" should be renamed to the spell mentioned in the entry, to be consistent with other abilities in the book that already reference select spells.