Explanatory Notes
FREQUENCY:
Very rare indicates a 4% chance of occurrence,
rare indicates an 11%
chance,
uncommon indicates
a 20% chance,
and common indicates
a 65% chance.
Unique indicates that
there is only one of the creature in existence.
NUMBER APPEARING:
This refers to the likelihood of a particular creature being encountered
in a region or area where it might be an inhabitant.
Very rare indicates a 4% chance
of occurence,
rare indicates an 11% chance,
uncommon indicates a 20% chance,
and common indicates a 65% chance.
Unique indicates that there is
only one of the creature in existence.
ARMOR CLASS:
This is a measure of how difficult it is to hit a creature,
and subsumes the general type of protection
worn by humans or human-shaped beings,
protection inherent to the creature due
to its physical structure or magical nature,
or the degree of difficulty in hitting
a creature due to its speed, reflexes, etc.
Occasionally, a god's or hero's armor
class may not jibe with the being's stated armor and dexterity,
but this is due to the magical nature
of the being.
MOVE:
This shows the relative speed of a creature on a constant basis.
Higher speeds may be possible for short
periods, but as this is generally
applicable to all sorts of beings, a constant
is shown. It can be scaled to
whatever time period is desired by adjusting
ground scale accordingly. A
standard time scale is inches per turn.
The number might be double, and
this indicates that the creature can travel
in two mediums or modes:
/#" = flying speed
//#" = swimming speed
(#") = burrowing speed
*#' = speed in web
Infinite indicates that the entity
can travel to any point desired with no time lapse, and this is the being's
preferred mode of movement.
Infinite movement is a sort of continuous
no-error teleport ability.
HIT POINTS: This indicates the amount
of damage a creature can withstand
before being killed (or, in the case of
deities, temporarily banished
back to their plane of origin). It is
not used as a measure of the attack
ability of the being, as that is determined
by using the entity's most advantageous
character class ability.
HIT DICE:
This indicates the parameters of the number of hit points a creature
can withstand before being killed.
Unless stated otherwise, hit dice are
8-sided (1-8 hit points).
The indicated number of dice are rolled,
and
the number shown on each are added together
to arrive at a total number
of hit points. Some creatures have hit
points which are less than a full 8-
sided die, ond this is shown by stating
their hit dice as a point spread.
Some creatures have additional points
added to their hit dice;
this is indicated by a plus sign followed
by a number shown after the number of hit dice they have, i.e. HIT DICE
4 + 4 (which equal 4-32 hit points +4 points, or 8-36 hit points). Creatures
without character classes use hit dice as a measure of their attack ability.
% IN LAIR:
This indicates the chance of encountering the creature in
question where it domiciles on the Prime
Material Plane (if it ever does). If
a creature encountered is not in its lair
it will not hove any treasure unless
it carrier "individual" treasure or some
form of magic. Whether or not an
encounter is occurring in the creature's
lair might be totally unknown to
the person or persons involved until ofter
the outcome of the encounter is
resolved.
TREASURE
TYPE: This refers to the
table of treasure
types on page 105 of
ADVANCED DUNGEONS
& DRAGONS MONSTER MANUAL.
The
description of the table's use is on page
5 of the aforementioned book.
<(explanation
of the table's use)>
NUMBER OF
ATTACKS: This shows the number of physical attacks the being is
able to make during a given melee round.
The number can be modified by hits which sever members, spells such as
haste
or
slow,
and so forth. It does not usually consider
unusual or special attack forms. Multiple
attacks usu. indicate the use of several members, such as multiple heads,
or two claws and a bite, or multiple attacks due to a being's high-level
fighter or monk ability. A listing such as "3/2" indicates 3 strikes per
every 2 rounds.
DAMAGE
PER ATTACK: This simply indicates the amount of damage a
given attack will cause when it hits expressed
as a spread of hit points. In
the case of intelligent beings who can
use weapons, the damage from the
primary weapon(s) of employment is listed,
but this may vary if other
weapons are substituted. Magical weapons
bonuses are not included.
SPECIAL ATTACKS:
This notes such attack modes as breath weapons,
poison, magic use, inherent abilities,
special weapon powers, etc. A full
explanation of the mode is detailed in
the body of the description below.
This listing only includes special abilities
above and beyond character class
abilities (if such are listed in the statistics).
SPECIAL DEFENSES:
These are simply what the term implies and are detailed
in the material describing the being.
MAGIC
RESISTANCE: This indicates the percentage chance of any spell absolutely
failing to affect the magic-resistant creature. It is based on the
spell being cast by a spell caster of
11th level, and it must be adjusted upwards
5% for each level below 11th or downwards
5% for each level
above 11th of the spellcaster casting
the spell.
Thus a magic resistance of 95% means that
a 10th level spell-caster has no chance of affecting the creature with
a spell or spell-like effect,
while a 12th level spell-caster has a
10% chance.
Even if a spell does affect a magic-resistant
creature,
the creature is entitled to normal saving
throws (if applicable).
A creature's magic resistance extends
only to its immediate possessions, i.e. anything carried or won.
Area-effect spells will still function
if targeted with a magic-resistant creature within their area;
the creature itself might not be affected,
though all others in the spell area will
be subject to spell effects.
(A fireball, for example, may wipe
out a cluster of orcs,
and a devil standing in their midst might
be totally unaffected due to its magic resistance).
The magic resistance of a creature has
an effect on certain existing spells such as hold portal,
where it indicates the probability of
the magic resistance shattering the existing spell.)
Special Note: Certain deities have
special abilities (of a magical origin)
that "never fail", e.g. a weapon that
never misses, or an ability against
which there is no save. Creatures with
magic resistance may still avoid the
effects of these abilities if they make
a successful magic resistance roll. To
determine level of the deity with the
magic ability, use the deity's highest
level character class ability, unless
it is less than 15th level for demigods,
20th level for lesser gods, or 25th level
for greater gods, in which case the
aforementioned levels should be used.
To determine level of the deity with the
magic ability, use the deity's highest level character class ability,
unless it is less than 15th level for
demigods, 20th level for lesser gods, or 25th level for greater gods, in
which case the aforementioned levels should be used.
INTELLIGENCE:
In monsters, this indicates the basic
equivalent of human "IQ".
Certain monsters are instinctively, or
otherwise, cunning, and such is
accordingly noted in the body of the descriptive
material. The ratings correspond roughly to the following character intelligence
scores:
0 | Non-intelligent or not ratable |
1 | Animal intelligence |
2-4 | Semi-intelligent |
5-7 | Low intelligence |
8-10 | Average (human) intelligence |
11-12 | Very intelligent |
13-14 | Highly intelligent |
15-16 | Exceptionally intelligent |
17-18 | Genius |
19-20 | Supra-genius |
21+ | Godlike intelligence |
SIZE: This is
abbreviated as: "S", smaller than a typical human;
"M", approximately man-sized (5'
to 7' tall and of approximate human build);
and "L", larger than man-sized
or another and generally having greater mass.
ALIGNMENT:
This shows the characteristic bent of
a monster or hero to law
or chaos, good or evil or towards neutral
behavior possibly modified by
good or evil intent. It is important with
regard to the general behavior of
the being when encountered.
The above is also true as regards the alignment
of divine beings,
except that deities are not always constrained
to follow their alignment to the letter. Their motives and purposes are
far above the mortal, and though a deity will generally follow his or her
alignment,
the being's specific actions may sometimes
seem to contradict this.
WORSHIPERS ALIGN:
This refers to the general alignment of those who worship, adore or propitiate
the deity.
This does not necessarily apply to the
alignment of the deity's clerics,
which must be identical with their patron's.
SYMBOL: Fairly self-explanatory, this is the symbol by which the deity and his or her faithful followers aer known. It will be found engraved on most holy items.
PLANE: This refers to the deity's plane of origin. Usually this will be an outer plane corresponding to the deity's alignment, but sometimes it varies due to the being's particular sphere of influence, as with those deities originating on the Elemental Planes or actually existing on the PMP. Also, some deities may be located on a plane which seems to conflict with their alignment because other deities of the same pantheon with whom he or she is associated are also located there.
<CAVALIER/PALADIN>
CLERIC/DRUID:
This refers to the being's ability to function as a cleric and/or druid.
Wisdom spell bonuses apply to the number of spells that being can have.
Note that a divine being need not be of
neutral alignment to have levels of druidical ability. Furthermore, nothing
prevents deities from functioning in several different apparently-inconsistent
classes at once.
FIGHTER:
This refers to the being's ability to function as a fighter, paladin or
ranger.
Note that alignment does not necessarily
preclude inconsistent classing here, either.
MAGIC-USER/IILLUSIONIST: This describes the level of the being's general magical spell ability, if any. Simultaneous classification in both areas is possible.
THIEF/ASSASSIN:
This refers to the being's level of ability in regard to the thief and/or
assassin classes.
Once again, alignment does not preclude
inconsistent classing.
<>
T15, Dex 19
PP: 130 (115 + 15)
OL: 112 (92 + 20)
FRT: 100 (90 + 10)
MS: 111 (99 + 12)
HS: 111 (99 + 12)
HN: 50
CW: 99.5
RL: 75
MONK/BARD:
This refers to the being's abilities as a monk or bard, if any.
Note that alignment is not necessarily
a consideration for either of these classes, and that bardic ability indicates
only that a being has the corresponding bardic powers, and does not necessarily
imply abilities in the fighter and thief classes.
<ADD IN NOTES FOR ORIENTAL CLASSES>
PSlONlC ABILITY:
Where psionic abilities are indicated for
heroes or monsters,
they are listed as a strength point value,
with attack and defence
modes noted. However, the gods' psionic
abilities are somewhat
standardized, and fall into the following
six classes:
* Beings listed as class VI cannot use psionics and are invulnerable to any type of psionic attack, including psionic blast.
Psionic disciplines function at a minimum
level of 15th for demigods,
20th for lesser gods and 25th for greater
gods.
S: I: W: D: C: CH:
These are the abbreviations for the being's
abilities.
They are followed by the entity's scores.
Ability scores that exceed 18 are explained
below.
STRENGTH: This score
is always followed in parentheses by the being's bonus "to hit" and damage,
if any.
These correspond to the following table,
for those scores above 18:
Score | "To Hit"
Bonus |
Damage
Bonus |
Weight
Allowance |
Open
Doors |
Bend Bars/Lift Gates |
19 | +3 | +7 | 4,500 | 7 in 8 (3) | 50% (as hill giant) |
20 | +3 | +8 | 5,000 | 7 in 8 (3) | 60% (as stone giant) |
21 | +4 | +9 | 6,000 | 9 in 10 (4) | 70% (as frost giant) |
22 | +4 | +10 | 7,500 | 11 in 12 (4) | 80% (as fire giant) |
23 | +5 | +11 | 9,000 | 11 in 12 (5) | 90% (as cloud giant) |
24 | +6 | +12 | 12,000 | 19 in 20 (7 in 8) | 100% (as storm giant) |
25 | +7 | +14 | 15,000 | 23 in 24 (9 in 10) | 100% (as titan) |
The numbers in parentheses under Open
Doors indicate the chance of forcing open a locked, barred, magically
held
or wizard locked door,
but only one attempt ever (per door) may
be made, and if it fails no further attempts may succeed.
INTELLIGENCE: The
following table applies to intelligence scores over 18:
Score | Chance to
Know Each Listed Spell |
Minimum Number of
Spells/Level |
Spell Immunities |
19 | 95% | 11 | first level illusion/phantasm spells |
20 | 96% | 12 | second level illusion/phantasm spells |
21 | 97% | 13 | third level illusion/phantasm spells |
22 | 98% | 14 | fourth level illusion/phantasm spells |
23 | 99% | 15 | fifth level illusion/phantasm spells |
24 | 100% | 16 | sixth level illusion/phantasm spells |
25 | 100% | 17 | seventh level illusion/phantasm spells |
Beings of very high intelligence will not
be fooled by illusion/phantasm spells;
they will note some inconsistency or inexactness
which will prevent their belief in the illusion.
A being with a 19 intelligence will never
believe a 1st level illusion/phantasm spell, even if cast by a high-level
spellcaster,
and will thus avoid all effects.
Beings with greater intelligence can also
ignore higher level illusions, as indicated.
All effects noted are cumulative (e.g.
a 20 intelligence gives immunity to first and second level illusions).
WISDOM: The following
table applies to intelligence scores over 18:
Score | Spell Bonus | Spell Immunities |
19 | One 4th & one 1st | Cause fear, [charm person], [command], [friends], [hypnotism] |
20 | One 4th & one 2nd | Forget, [hold person], [ray of enfeeblement], [scare] |
21 | One 5th & one 3rd | Beguiling, [domination], [fear] |
22 | One 5th & one 4th | Charm monster, [confusion], [emotion], [fumble], [suggestion], [telempathic projection] |
23 | Two 5th levels | Chaos, [feeblemind], [hold monster], [magic jar], [mass domination], [quest] |
24 | Two 6th levels | Geas, [mass suggestion], [rulership] |
25 | One 6th & one 7th | Antipathy/sympathy, [finger of death], [mass charm], [Otto's irresistable dance] |
Beings of very high wisdom are immune to
the effects of certain charm-type spells,
psionic abilities and spell-like effects.
These immunities are cumulative with higher wisdom.
Beings with high wisdom are simply able
to automatically throw off the effects of these spells.
DEXTERITY: The following
table applies to dexterity scores over 18:
Score | Reaction/Attacking
Adjustment |
Defensive Adjustment | Picking Pockets | Open Locks | Locate/Remove Traps | Move Silently | Hiding in Shadows |
19 | +3 | -4 | +15% | +20% | +10% | +12% | +12% |
20 | +3 | -4 | 20 | 25 | 15 | 15 | 15 |
21 | +4 | -5 | 25 | 30 | 20 | 18 | 18 |
22 | +4 | -5 | 30 | 35 | 25 | 20 | 20 |
23 | +4 | -5 | 35 | 40 | 30 | 23 | 23 |
24 | +5 | -6 | 40 | 45 | 35 | 25 | 25 |
25 | +5 | -6 | 45 | 50 | 40 | 30 | 30 |
Note: The last five columns (Picking Pockets, etc.) apply only to beings with thief, assassin or monk abilities.
CONSTITUTION: The
following table applies to constitution scores over 18:
Score | HP Adjustment* | Poison Save | Regeneration |
19 | +5 (no 1s rolled) | +1 | Nil |
20 | +5 (no 1s rolled) | +1 | 1 point / 6 turns |
21 | +6 (no 1s or 2s) | +2 | 1 point / 5 turns |
22 | +6 (no 1s or 2s) | +2 | 1 point / 4 turns |
23 | +6 (no 1s or 2s) | +3 | 1 point / 3 turns |
24 | +7 (no 1s, 2s or 3s) | +3 | 1 point / 2 turns |
25 | +7 (no 1s, 2s or 3s) | +4 | 1 point / 1 turn |
* The additions for each hit die are for
fighter, paladins and rangers only;
all beings without one of these classes
can receive no more than 2 bonus points per die.
The other modifications to the dice are
applicable to any class.
The notation "no 1s rolled" indicates
that any 1s rolled when HP are being figured should be counted as 2s.
At 21 and 22 constitution, 1s and 2s are
counted as 3s, and so on.
CHARISMA: The following
table applies to charisma scores over 18:
Score | Maximum No.
of Henchmen |
Loyalty Base | Reaction
Adjustment |
Awe Power |
19 | 20 | 50 | 40 | Up to 1 HD / level |
20 | 25 | 60 | 45 | Up to 2 HD / level |
21 | 30 | 70 | 50 | Up to 3 HD / level |
22 | 35 | 80 | 55 | Up to 4 HD / level |
23 | 40 | 90 | 60 | Up to 5 HD / level |
24 | 45 | 100 | 65 | Up to 6 HD / level |
25 | 50 | 100 | 70 | Up to 7 HD / level |
Awe Power is defined as the reverential
fear or dread or overpowering
desire to worship caused by the mere sight
and presence of a divinity.
In every case dealing with the levels
listed, creatures that gaze upon a divine
being will be stunned into inaction so
that they will be aware of nothing
but the presence of the deity until the
deity disappears from sight (no saving throw).
This works through any control
up to and including a [magic jar] spell.
Stunned creatures canot initiate any other
action than physical
defense if attacked while under the influence
of the awe power.
Note the awe power applies only
to divine beings (gods and demigods).
Mortal-born persons who somehow acquire
godlike charisma will not radiate this
aura.
In certain instances, some divinities are
so loathsome and repellent as to
actually have negative charisma. This
applies only to the truly ghastly
divine beings. The horror which
their appearance and presence inspires
causes creatures in the HD or level range
noted below to be stunned
with fear and detestation until the being
is no longer in sight. While in this
condition a creature can do nothing but
defend itself physically against
attacks. As with awe power, even
if a person were to be given negative
charisma through some terrible curse or
change, he or she would not
acquire the horror ability. The
reaction of the average creature to a hypothetical
non-divine being with a negative charisma
would be a desire to kill it immediately.
Charisma Score | Reaction Adjustment | Horror |
-1 | -40% | Up to 1 HD / level |
-2 | 45 | Up to 2 HD / levels |
-3 | 50 | Up to 3 HD / levels |
-4 | 55 | Up to 4 HD / levels |
-5 | 60 | Up to 5 HD / levels |
-6 | 65 | Up to 6 HD / levels |
-7 | 70 | Up to 7 HD / levels |
Beings with a negative charisma will never have henchmen of a normal nature.
Cleric spells (C15, W10)
Level | Spell | References |
Magic-user spells (MU15)
Level | Spell | References |
Illusionist spells (I15)
Level | Spell | References |
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