Number Ranges | General Entries | - | Special Entries | MM2 |
The term "monster" has two different meanings in this work. The
first -- and more important -- meaning is to designate any creature
encountered, human, humanoid, or beast, and whether hostile or not.
Thus the term is used generically; until the party of adventurers is
certain about 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. 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 confusiong at first,
but
xperience will soon determine which of the two uses of the word is
appropriate in the particular context.
Each monster is given a full description in the text and values for
a number
of parameters that collectively describe its behavior, combat
mode, etc., in general terms. The parameters are explained below.
Number Ranges
Number ranges are used through the MM2 to indicate
numbers of creatures appearing, etc. The actual number selected is
by
dice roll. Number ranges are given so that the DM can select a number
appro. to the challenge he wants to set the players. Number ranges
appearing frequently and their dice equivalents are listed below for
easy
reference.
Range | Dice Roll | Range | Dice Roll | Range | Dice Roll |
1-2 | (1/3 d6) | 3-12* | (1d10+2) | 6-36 | (6d6) |
1-3 | (1/2 d6) | 3-12 | (3d4) | 6-72 | (6d12) |
1-4 | (1d4) | 3-17 | (2d8+1) | - | - |
1-6 | (1d6) | 3-18 | (3d6) | 7-10 | (1d4+6) |
1-8 | (1d8) | 3-30 | (3d10) | 7-12 | (1d6+6) |
1-10 | (1d10) | 3-36 | (3d12) | 7-28 | (3d8+4) |
1-12 | (1d12) | - | - | - | - |
1-20 | (1d20) | 4-15 | (1d12+3) | 9-16 | (1d8+8) |
1-100 | (1d%) | 4-16 | (4d4) | - | - |
- | - | 4-24 | (4d6) | 10-40 | (1d4x10) |
2-5 | (1d4+1) | 4-32 | (4d8) | - | - |
2-7 | (1d6+1) | 4-36 | (2d12+2d6) | 11-20 | (1d10+10) |
2-8 | (2d4) | - | - | 11-30 | (1d20+10) |
2-9 | (1d8+1) | 5-8 | (1d4+4) | - | - |
2-12 | (2d6) | 5-20 | (5d4) | 12-30 | (2d10+10) |
2-13 | (1d12+1) | 5-30 | (5d6) | 12-48 | (4d10+8) |
2-16 | (2d8) | 5-40 | (5d8) | - | - |
2-24 | (2d12) | 5-50 | (5d10) | 13-18 | (1d6+12) |
- | - | - | - | - | - |
3-9 | (2d4+1) | 6-24 | (6d4) | 20-160 | (2d8x10) |
- | - | - | - | - | - |
- | - | - | - | 21-40 | (1d20+20) |
General Entries
The figures and facts given under these headings indicate the general
status of the monster in question. Then follows a description of the
monster in detail -- its behavior, normal habitat, attack/defense styles,
special characteristics, and so on. An illustration of a typical creature
of
the type is included whenever possible.
FREQUENCY refers to the chance of a creature being encountered in a
region or area where it might live. "Very rare" indicates a 3% chance
of
occurrence; "rare" indicates a 7% chance; "uncommon" indicates a
20% chance; "common" indicates a 65% chance; and "unique" indicates
that there is only one of the creatures in existence. Theseprobabilitiesare
reflected (with varianceswithin statistical limits) in the Monster
Random Encounter Tables. For example, some very rare creatures will
in fact be rarer than others under the same general description.
NUMBER APPEARING indicates the average numbers player characters
might encounter. Generally if a creature is encountered in or near
its
lair, it can be expected to appear in larger 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
numbers some distance from thejr lair, while encounters near
the lair may bewithonlyscoutsorperimeterguards.The number range
indicated should therefore be used only as a guideline and should be
altered to suit the circumstances. Also, the number range indicated
is
not necessarily recommended for underground (dungeon) encounters.
The DM should selectthe number appearing in accordancewith the type
of challenge he wants to give the player characters.
ARMOR CLASS isa measure of how difficult it is to hit a creature. Armor
class reflects the general type of any protection worn, protection
inherentto
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. All
these factors are combined into a single armor classvalue, and referees
need not adjust this value to take account of high dexterity. Where
necessary, adjustments have been included in the monster's individual
description.
MOVE shows the relative constant speed of the monster. Higher speeds
may be possiblefor 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" | ground speed |
/X" | flying speed |
//X" | swimming speed |
(X") | burrowing speed |
*X" | climbing in a web |
@X" | climbing in trees |
An agathion confined to ground travel would have only one number
such as 9"; however, a dragon that can walk and fly would have two
numbers which would look like this: 6"/24" (6" for ground travel and
/24" for flying). If a single number is given, that does not necessarily
mean that the monster moves only along the ground (though it does in
most cases); the main text must be consulted to make the meaning clear.
The letters in parentheses indicate the monster's maneuverability class
(MC). Maneuverability class is explained in detail in the DUNGEON MASTER'S
GUIDE.
A monster with maneuverability class A is quick and highly
maneuverable in the air--difficult to hit and capable of rapid and
fundamental changes in direction. At the other extreme, a monster of
class E is slow-flying and ponderous--a relatively easy TARGET, incapable
of sharp turns, and requiring a good deal of space to accomplish more
than a very minor change in direction of flight.
HIT DICE are used to calculate the number of hit points the monster
can
lose before dying (or, in some cases, before being temporarily banished
back to the place of origin). Unless stated otherwise, HD are 8-sided.
The indicated number of dice are rolled and the resulting numbers
added together to arrive at the monster's total HP. A monster
always has at least 1 HD.
Some monsters have fewer HP than those indicated by the usual
8-sided die, and these are given as a range. Thus, if a creature has
1-4 HP,
a d4 is rolled to determine the exact number.
Other monsters have HP in addition to the number derived from
their HD; this is indicated by a plus sign followed by the number of
additional HP. Thus, if a monster has "HIT DICE: 5+3," five 8-sided
dice are rolled, the numbers added together, and 3 added to the result.
Such a monster would have a range of 8-43 HP (5+3 to 40+3).
Creatures without character classes use HD to measure their attack
ability.
%IN LAIR indicates the chance of the monster being encountered where
it lives 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 simplydoes not have a fixed lair and
wanders.
Note that certain monsters have their lairs on planes other than the
Prime Material Plane. However, some monsters whose normal lairs are
on other planes may have established temporary lairs on the Prime
Material Plane in the pursuit of a particular purpose or mission.
TREASURE TYPE refers to the treasure table in MONSTER MANUAL 1.
The table shows the amount and type of treasure along with the probabilityof
whether or not the treasure will contain that amount. If individual
treasure is indicated, each individual monster of that type will
carry, or possibly carry, the treasure shown. Otherwise, treasures
are
onlyfound in the lairs of monsters. Although an encounter may occur
in
a monster's lair and the monster possess some treasure, this does not
automatically mean that the adventurers will gain treasure by defeating
the monster.
Most treasure types show probabilities of occurrence. If subsequent
dice rolls indicate that that form of treasure is not in the monster's
trove,
then it is not there, and the adventurers find no wealth (including
magical items) despite the fact that a treasure type is indicated.
Finally,
treasure types are based upon the occurrence of a mean number of
monsters appearing and other adjustments detailed in the explanatory
material. Adjustments up or down should always be made when the
actual number of monsters encountered issignificantly greater or fewer
than the mean. The use of a treasure type to determine the treasure
guarded by a creature in a dungeon is not generally recommended.
Larger treasures of a given type are denoted by a multiplier in parentheses
(x10, etc.); this is not to be confused with treasure type X.
"Incidental" treasure is that which occurs almost accidentally. For
example, if a creature kills a victim, drags it to its lair, and if
the victim's
money pouch remains in the lair but is of no interest to the creature,
the
money pouch is incidental treasure.
NUMBER OFAlTACKS shows the number of physical attacks the monster
is able to make during a given melee round. This number can be modified
by
hits that sever members, spells such as haste or slow,
and so forth.
It does not normally take into account unusual or special attack forms.
Multiple attacks usually indicate the USE of several modes of
attack during the same melee round. For example, a monster that rakes
with its two claws and inflicts a bite in the same melee round would
be
given 3 attacks.
Note that a human (or near human) encountered as a monster is always
assigned the combat matrix for humans when attacking. In other words,
dwarves, elves, gnomes, half-elves, halflings, and humans always USE
the human attack matrices whether they are "monsters" or "PCs."
DAMAGE PER ATTACK indicates the number of hit points of damage a
successful attack will cause, expressed as a range of points of damage.
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. Refer to the
main
text for a more detailed explanation of the monster's modes of attack
and
the damage which each might inflict.
SPECIAL ATTACKS detail such things 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 attack, thedamage it inflicts,
and any special effects which might result from it. Unless a monster's
ability to cast spells is given in the text, that ability is at usually
the level
of its hit dice.
SPECIAL DEFENSES are almost self-explanatory and are detailed in the
main text in the same manner as are special attacks. They will include
the use of defensive magic, camouflage, and so forth.
MAGIC RESISTANCE is the chance a spell might fail when cast on the
monster; this chance is expressed in a percentage. The basis for the
percentage isa spell cast by a magic-user of the 11th experience level.
If
player character spell casters are not of the 11th level, the figure
must
be adjusted upwards by 5% for each level below 11 th, or downwards
by
5% for each level above 11th. 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. A creature's
magic resistance extends only to its immediate possessions, i.e.,
anything carried or worn. Area-effect spells will still function if
targeted
on a magic-resistant creature within their area. The creature itself
might not be affected, although all others in the spell area will be
subject
to spell effects. A fireball, for example, may wipe out a cluster of
orcs,
while an agathion standing in their midst might be totally unaffected.
The percent of magic resistance of a creature has an effect on certain
existing spells such as hold portal, where it indicates the probability
of
shattering the existing spell.
INTELLIGENCE indicates the basic equivalent of the human intelligence
quotient (IQ). Certain monsters are naturally cunning or devious, and
if
this is so it will be indicated. The intelligence 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 |
ALIGNMENT indicates the characteristic behavior of the monster
toward law, chaos, good or evil, or toward neutrality perhaps modified
by good or evil intent. A monster's alignment will have a significant
effect on the way it behaveswhen it is encountered, the way in which
it
reacts to certain situations, and so forth. Words in parentheses indicate
an inclination. Thus "lawful good (neutral)" indicates a tendency
toward neutrality.
SIZE is abbreviated as: S=smaller than a typical human; M=human-sized
(5-7 feet tall and approximately the build || mass of a human); and
L=larger than human-sized in one way or another and generally of
greater mass. Among other things, the size of a monster will influence
the amount of damage it sustains from a successful hit by a particular
weapon.
PSIONIC ABILITY and ATTACK/DEFENSE MODES indicate the general
psionic capabilities, if any, of the monster. These are outlined in
THE PLAYER'S HANDBOOK.
Some monsters have suspected, rather than
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 the DUNGEON MASTER'S GUIDE. If a type of monster has
varying HD and/or experience levels, values for each are shown.
Special Entries
Certain creatures, such as devas, have special
abilities or live in unusual
places, etc., and these may require the notations explained below.
PLANE refers to a being's plane of origin. Usually this will correspond
to
the creature's alignment, but sometimes it varies according to sphere
of
influence, such as with creatures originating on the elemental planes.
Also, some creatures may be located on a plane which seems to conflict
with their alignment because associates are located there.
CLERIC/DRUID referstothe being's ability to function as a cleric and/or
druid. Wisdom spell bonuses apply to the number of spells that being
can have.
FIGHTER refers to the being's ability to function as a fighter, paladin,
or
ranger. Note that alignment does not necessarily preclude inconsistency
here.
MAGIC-USER/ILLUSIONIST describes the level of the being's general
magical spell ability, if any. Simultaneous classification in both
areas is
possible.
THIEF/ASSASSIN refers to the being's level of ability in regard to the
thief and/or assassin classes. Once again, alignment does not preclude
inconsistent classifications.
MONK/BARD refers to the being's abilities as a monk or bard, if any.
Note that alignment is not necessarily a consideration here for either
of
these classes, and that bardic ability indicates only that a being
has
bardic powers and may not necessarily have abilitiesasa fighter orthief.
PSlONlC ABILITY above the usual ranges falls into the following six
classes:
Class | Psionic Strength | <>range | Disciplines | Attack Modes | Defense Modes |
I | 326-365 | 325 + d40 | 5 minor, 2 major | All | All |
II | 276-315 | 275 + d40 | 4 minor, 2 major | All | All |
III | 236-265 | 235 + d30 | 3 minor, 2 major | All | All |
IV | 181-210 | 180 + d30 | 3 minor, 1 major | All | All |
V | 91-110 | 90 + d20 | 2 minor, 1 major | A, B, C, E | F, G, H |
VI* | Nil | - | Nil | Nil | Nil |
* Beings listed as class VI cannot use psionics and are invulnerable to any type of psionic attack, including psionic blast.
S, I, W, D, C, and CH are abbreviations for the being's abilities and
are
followed by scores. Ability scores over 18 are explained below.
STRENGTH score bonuses for above 18 are explained on the following
table:
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 per door may be made, and if it fails no further
attempts can succeed.
INTELLIGENCE AS ITAFFECTS 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 or be affected bya
1 st level illusion/phantasm spell, even if it is cast by a high-level
spell
caster. Beings with greater intelligence can also ignore higher level
illusions, as indicated below. All effects noted are cumulative (e.g.
a 20
intelligence gives immunity to first and second level illusions).
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 |
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:
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.