EXPLANATORY NOTES

EXPLANATORY NOTES

As in other collections of the same nature, the term “monster”has two
different meanings in the FIEND FOLIO Tome. Its first - and more
important - meaning is to designate any creature encountered, hostile
or otherwise, human, humanoid or beast. Thus the term is used
generically to signify the subject of an encounter; until the party of
adventurers are certain what they have met, it is a “monster”. The
secondary use of the term is the more traditional one - to signify a
wicked or horrible creature of some sort.

The two meanings of the term are not necessarily mutually exclusive
but nor are they necessarily identical in encounter terms. Thus, if a
party encounters a monster which turns out to be an evil wizard, the
latter is probably a monster in the second sense of the word, too;
however, if the encounter is with a pacific creature with no malign
intent, the second sense is inappropriate. ADVANCED DUNGEONS &
DRAGONS players will almost certainly be familiar with these two
uses of the word already; those who are newcomers may find them a
little confusing at first, but experience will soon determine which of the
two uses of the word is appropriate in the particular context.
Note that, despite this terminology, a human (and nearhuman) encountered
as a monster always uses the combat matrix for humans
when attacking. In other words dwarves, elves, gnomes, half-elves,
halflings, half-orcs and humans always use the human attack matrix
whether they are “monsters” or “player-characters”.
Each FIEND FOLIO monster is given a full description in the text which
follows; additionally, each has been assigned a value for each of a
number of parameters which collectively describe its behaviour, combat
mode and so forth in general terms. The parameters are explained
here.

FREQUENCY refers to the likelihood of a particular creature being
encountered in a region or area where it might be an inhabitant,
denoting the rarity or otherwise of the monster in such areas. Veryrare
indicates a 4% chance of occurrence; rare indicates an 11% chance;
uncommon indicates a 20% chance and common indicates a 65%
chance. These probailities are reflected, with necessary minor approximationssuch
asare well within the limitsof statistical variation, in the
Monster Level Tables. There are some variations within each category
- for example, some creatures which are “very rare” will in fact be
rarer than others under the same general description.

NUMBER APPEARING indicates a good average spread. Generally, if
a creature is encountered in or near its lair, it can be expected to
appear in such numbers, while further away from its lair it will be
encountered in smaller numbers. Again, there are exceptions to this
-intelligent, organized monsters forming a war party for a specific
raiding or punitive mission may be encountered in considerable
numberssomedistancefrom their lair, whileencounters with thesame
creatures near their lair may, fortuitously, be with small numbers of
“scouts” or “perimeter guards”. The number-range indicated should
therefore be used only as a guideline and should be altered to suit the
circumstances particular to any adventure as the need arises.
More specifically, the number-range indicated is not necessarily recommended
for underground (dungeon) encounters. Since many adventures
take place in dungeons, however, an additional section after
the Encounter Listings gives guidance on the numbers of each
monster-type likely to be encountered in such locations.

ARMOUR CLASS describes the general type of protection worn by
humans, near-human or humanoid monsters, protection inherent to a
monster due to its physical structure and/or magical nature and the
degree of difficulty of hitting a monster due to its speed, reflexes and
so forth. All these factors are combined into a single armour class
value. Referees need not adjust this value to take account of high
dexterity. Where necessary, alterations to the AC value are included in
the monster’s individual description if these need to be made in particular
circumstances.

MOVE shows the relative speed of the monster on a constant basis.
Higher speeds may be possible for very short periods. The creature’s
movement rate can be scaled to whatever time period is desired by
adjusting the ground scale accordingly. In certain cases, more than
one number is given under this heading; this indicates that the monster
can travel in two or more different media or modes:-
X” = monster’s movement rate in its normal medium
/X“
//X‘ = monster’s swimming speed, in addition to a
(X”) = monster’s burrowing speed, in addition to a
‘X’
= monster’s flying in addition to a normal mode of travel
normal mode
normal mode
= monster’s speed in a web, in addition to a
normal mode
If a single number is given, that does not automatically mean that the
monster only moves along the ground (though it does in most cases)
-the main text must be consulted to make the meaning clear. Thus, a
monster whose only means of locomotion is flying will have a single
number - and this is, in this case, a flying speed.

HIT DICE indicated how to calculate the number of hit points the
monster can withstand before dying. Unless stated otherwise, hit dice
are 8-sided points perdie).The indicated numberof diceare rolled and
the resulting numbers added together to arrive at the monster’s total
tack, the damage it inflicts and any special effects
from it.
which might resultt
hit points.
Some monsters have hit pointswhich are less than the full 1-8 rangeof
an 8-sided die (d8), and these are indicated by a range of hit points.
This, if a creature has 1-4 hit points, a4-sided die is rolled to determine
its hit points.
Other monsters have hit points additional to the number derived from
theirhitdice; thisisindicated byaplussignfollowed bythenumberof
additional hit points. This, if a monster has “HIT DICE: 5+3”’,fiv e
8-sided dice are rolled, the number are added together and 3 is added
to the result; this monster will have a range of 5-40 hit points plus 3 hit
points, or 8-43 hit points.

% IN LAIR indicates the chance of encountering the monster in question
where it domiciles and stores its treasure (if any). Note that some
monsters are never found in their lairs; this is either because the lair is
inaccessible (or unknown) or because the monster simply does not
have a fixed lair and is a true wandering monster.
Note that certain monsters have their lairs on planes other than the
Prime Material Plane; clearly, these monsters will never be encountered
in their lair if the encounter takes place on the Prime Material
Plane, or any other plane which is not the monster’s plane of residence.
However, some monsters whose normal lairs are on planes
other than the Prime Material may have established lairs there of a
temporary nature, in the pursuit of a particular purpose or mission.


 
 

TREASURE TYPE refers to the table at the rear of this book. The table
shows the treasure-types and numbers of the individual components
of the treasure, together with the probability that the treasure will
contain that component. Thus, treasure type J indicates there will
always be 3-24 copper pieces per individual encountered, but never
any silver, electrum, gold, platinum, gems, jewellery, maps or magical
items. In contrast, treasure type P indicates that only silver and/or
electrum piecesmay be present, theformerataprobabilityof 30%and
thelatterataprobabilityof 25% (so thereisachancethattherewill be
no treasure at all). Thus, if individual treasure is indicated, each individual
monster of that type will, or may, carry the treasure shown.
Otherewise, treasure isonlyfound in a monster’s lair (which, in normal
circumstances, will also contain the monster on guard). However,
even if an encountertakes place in the lairof a monsterwith a particular
treasure type, this does not automatically mean that the adventurerswill
gain the treasure if they defeat the monster. If dice rolls indicate
that a particular treasure component is not in the monster’s lair, it is
simply not there; it is thus quite possible to gain no treasure from
defeating a monster in its lair, despite the fact that a treasure type is
indicated.
Treasure types are based on the appearance of a mean number of
monsters of that particular type, as indicated by the “number appearing”.
In instances where fewer, or more, monsters of that type are
encountered, the treasure should be reduced, or increased, in value.
Larger treasures of a given type are denoted by a multiplier in parentheses
((x2) for instance) - not to be confused with treasure type X.

NUMBER OF ATTACKS shows the numberof basicattacks, excluding
special attacks, the monster is able to make during a given melee
round. This number may be modified byspellssuch as haste and slow
but does not include unusual or special attack forms. Multiple attacks
usually indicate the use of serveral modes of attack during the same
melee round - for example a monster which rakes with its two claws
and inflicts a bite in the same melee round would be given 3 attacks.

DAMAGE PER ATTACK simply indicates the amount (number of hit
points) of damage a given attack will inflict on a victim when it hits,
expressed as a range of hit points of damage. Refer to the main text for
a more detailed explanation of the monster’s modes of attack and the
damage which each might inflict. If a monster uses a weapon in its
attack, the damage will not be shown since it will vary according to the
type of weapon used.

SPECIAL ATTACKS detail such special attack modes as dragon
breath, magic-use and so forth. Refer to the main text for a detailed
explanation of these, including the method and frequency of the at-

SPECIAL DEFENSES are almost self-explanatory ana are detailed in
the main text in the same manner as are special attacks. They will
include the use of defensive magic, camouflage abilities and so forth.

MAGIC RESISTANCE indicates the percentage chance of a spell
absolutely failing if it is cast at, or on, the monster in question. The
basisofthefigureisaspellcast byamagic-userofthellthexperience
level; the figure must be adjusted upwards by 5% for each experience
level below 11 th, or downwards by 5% for each experience level above
l l t h , of the spell-caster. Thus, a monster with 95% magic resistance
cannot be affected by a spell cast by a magic-user of the 10th experience
level or lower, while a 12th level magic-user has a 10% chance of
affecting it.
Note that, even if a spell does “overcome the magic resistance” of a
monster, the monster is still entitled to normal saving throws.

INTELLIGENCE indicates the basic equivalent of the human intelligence
quotient (at least in concept even if IO itself appears now to be
much disgraced). Certain monsters are instinctively cunning or particularlydevious
in their encounter behaviour, and if this isso it will be
indicated in the text. The intelligence ratings correspond roughly to
the following character intelligence scores:
0
1
2-4
5-7
8-10
11-12
13-1 4
15-1 6
17-1 8
19-20
21 +
Non-intelligent, or intelligence not ratable
Animal intelligence
Semi-i ntel I igent
Low intelligence
Average (human) intelligence
Very intelligent
Highly intelligent
Exceptionally intelligent
Genius-level intelligence
Supra-genius
Godlike intelligence

ALIGNMENT indicates the characteristic bent of the monster towards
law of chaos, good or evil, or towards neutral behaviour, perhaps
modified by good or evil intent. A monster’s alignment will have a
significant effect on the way it behaves when it is encountered, the way
in which it reacts to certain situations, and so forth.

SIZE is abbreviated as: S =smaller than a typical human; M = approximately
man-sized (5’ - 7’ tall and approximately the build of a man);
and L = larger than man-sized in one way or another and generally a
greater mass than a man. Amongst other things, the size of a monster
will govern the amount of damage inflicted on it by a successful hit
from a particular weapon.

PSlONlC ABILITY and ATTACK/DEFENCE MODES indicate the general
psionic capabilities, if any, of the monster. Some monsters have
suspected, ratherthan confirmed, psionic powers and where this is the
case the text will so indicate.

LEVEL and EXPERIENCE POINT VALUE are determined by the method
indicated in ADVANCED DUNGEONS & DRAGONS Dungeon
Masters Guide. If a monster has varying hit dice and/or “experience
levels”, values for each are shown.
The figures and facts given under these headings indicate the general
parameters of the monster in question. In each case, there follows a
description of the monster in detail - its behaviour, normal habitat,
attack/defence styles, special characteristics and so on. A sketch of a
typical creature of the type is included where necessary.
In the main text relating to monsters which are capable of flying
appears mention of the monster’s Aerial Manoeuvrability Class. This is
a general grading, from A at one extreme to E at the other, which
indicates the monster’s general capability to manoeuvre when in the
air. A monster with manoeuvrability class A is quick and highly manoeuvrable
in the air -difficult to hit and capable of rapid and fundamental
changes of direction. At the other extreme, a monster of class E
is slow-flying and ponderous-relatively an easy target and incapable
of sharp turns, requiring agood deal of space to accomplish more than
a very minor change in direction of flight.