A character's skill in Arcana, Dungeoneering, History, Nature, and Religion helps determine what knowledge he or she possesses about particular topics. A character can use these skills to remember a useful bit of information or to recognize a clue related to one of these topics. Using a skill in this way is called making a knowledge check. With the exception of History, these skills can also be used to identify certain kinds of monsters, as noted in a skill's description.



Knowledge Checks


Refer to these rules whenever a creature is making a knowledge check, regardless of the skill it is using.

InformationDC
GeneralEasy
SpecializedModerate
EsotericHard

Monster Knowledge Checks


Refer to these rules whenever a character makes a check to identify a monster, regardless of the knowledge skill he or she is using. The DM typically tells a player which skill to use, based on the creature's origin or relevant keyword. If a monster's origin and keyword suggest the use of two different skills, the DM decides which skill can be used to identify the monster, and might allow the use of either skill. For example, a dracolich is both a natural creature and undead, but the DM might decide that being undead is more relevant than its natural origin and require the use of Religion. In contrast, an abyssal ghoul is an elemental undead creature, and the DM might allow the use of either Arcana or Religion.

Monster Origin
or Keyword
Skill
AberrantDungeoneering
ConstructArcana
ElementalArcana
FeyArcana
ImmortalReligion
NaturalNature
ShadowArcana
UndeadReligion