Monsters | Dragon | - | The Dragon #10 | 1st Edition AD&D |
FREQUENCY:
NO. APPEARING:
ARMOR CLASS:
MOVE:
HIT DICE:
% IN LAIR:
TREASURE TYPE:
NO. OF ATTACKS:
DAMAGE/ATTACK:
SPECIAL ATTACKS:
SPECIAL DEFENSES:
MAGIC RESISTANCE:
INTELLIGENCE:
ALIGNMENT:
SIZE:
PSIONIC ABILITY:
No, I don't mean wandering monsters -- I mean random monsters.
One of the problems with D&D is that the players
always know too
much. This is news? "You obtain surprise over 3 Clickclicks."
"Clickclicks? Oh yeah, they're in Supplement Three.
Hand it to
me. And where's Greyhawk? It had a note about them. "A pause. "We
shout out 'November'."
“That’s right, the Clickclicks fall over dead.”
Sound familiar?
The answer is to occasionally throw a monster at
the party that
keeps them on their toes, one that they have never seen before because
it is unique. No rules cover it, so they have to find out the hard
way
what it's like.
And how do you do that? By taking the following tables
and rolling
dice. Just work your way through the tables one by one, and you will
end up with a guaranteed original, unknown, random monster.
This table is suited for the local group's dungeons,
and I should
warn you that we around here fall somewhere between Lake Geneva
and CalTech in philosophy. These tables are therefore geared to a 20-level
dungeon, with each level being typically populated by monsters of
the same level. (Goblins on 1st level, Gnolls on 2nd, and so forth.)
Obviously, if you are running a 5-level dungeon and the 1st monster
your parties find is a very old Green Dragon, you'll have to compress
the tables somewhat. If you're running a 50-level dungeon -- I
don't want to know about it.
Now that that's over, here come the tables. Just take them in order.
INTELLIGENCE
Die | Intelligence |
1-3 | Highly intelligent |
4-5 | Semi-intelligent |
6 | Unintelligent |
TYPE
Die | Type |
1-4 | Mammal |
5-7 | Reptile |
8 | Undead |
ARMOR CLASS
Die | AC/M | AC/R |
1 | 3 | 2 |
2-3 | 4 | 3 |
4-6 | 5 | 4 |
7-9 | 6 | 5 |
10-11 | 7 | 6 |
12 | 8 | 7 |
ALIGNMENT
Die | Alignment |
1 | Law |
2-3 | Neutrality |
4-8 | Chaos |
SPEED
Die | Speed |
1-3 | 6 |
4-7 | 9 |
8-10 | 12 |
11-12 | 15 |
HIT DICE
Die | Hit Dice |
1 | Level +3 |
2-3 | Level +2 |
4-5 | Level +1 |
6-9 | Level |
10-11 | Level -1* |
12 | Level -2* |
HIT DICE MODIFIERS
Die | Modification |
1 | +2 |
2-3 | +1 |
4-5 | 0 |
6 | -1 |
UNDEAD
Undead are turned by Clerics as if they were Undead of level HD/2;
i.e. a HD Undead saves as a Zombie. Undead of level 17+ are treated
as Vampires.
SPECIAL CHARACTERISTICS
#Sp. Ch.
HD | 1 | 2 | 3 |
0-2 | 80 | 90 | 00 |
3-5 | 50 | 80 | 95 |
6-8 | 40 | 75 | 90 |
9-12 | 30 | 60 | 80 |
13-16 | 20 | 50 | 75 |
17-20 | 10 | 40 | 60 |
21+ | 01 | 30 | 50 |
DAMAGE DONE
Level of Monster
Die | 1-4 | 5-8 | 9-12 | 13-16 | 17-20 | 21+ |
1 | 1-3 | 1-6 | 1-8 | 1-10 | 2-16 | 2-20 |
2 | 1-4 | 1-8 | 1-10 | 2-12 | 2-24 | 2-24 |
3 | 1-6 | 1-8 | 2-12 | 2-16 | 2-24 | 3-30 |
4 | 1-6 | 1-10 | 2-12 | 2-16 | 3-30 | 4-40 |
5 | 1-8 | 2-12 | 2-16 | 2-24 | 3-30 | 5-50 |
6 | 1-8 | 2-12 | 2-16 | 2-24 | 5-50 | 1-100 |
SPECIAL CHARACTERISTICS II
The Special Characteristics are organized by type (mammal, reptile,
undead). If a given number has several characteristics grouped thusly:
n/m/o/p/q/r, it means that the exact characteristic is determined by
the level of the monster: 1-4/5-8/9-12/13-16/17-20/21+.
MAMMALS
1 | Hostile to Dwarves |
2 | Hostile to Elves |
3 | Hostile to Hobbits |
4 | Hostile to Magic Users |
5 | Hostile to Clerics |
6 | Hostile to Paladins |
7 | Regenerates 1-3/1-4/1-6/1-8/1-10/1-12 hits/turn |
8 | Does double damage |
9 | Only silver/magick weapons effective |
10 | Silver/magick weapons do double damage |
11 | Has poison whip, does 1-4/1-8/1-12/1-20/death/death |
12 | Flies, speed 24 |
13 | Bite is poisonous, does 1-3/1-6/1-8/1-12/1-20/death |
14 | Bite causes disease, fatal in 1-20 days |
15 | Gaze causes Stun 1-4/Stun 1-8/Stun 1-12/paralysis/stone/stone |
16 | Web |
17 | Monster has horn, does 1-6 |
18 | Claws do 1-4 each |
19 | Missiles ineffective |
20 | Silent movement |
21 | Proboscis does blood drain, 1-4/turn |
22 | Has Charm Person spell |
23 | Has nothing/Magic Missile/3-dice FBM-dice FB/5-dice FB/6-dice FB |
24 | Has antimagic shell |
REPTILES
1 | Paralysis touch/Paralysis gaze/Stone touch/Stone breath/Stone gaze/Disintegrate touch |
2 | Poison bite, does 1-4/1-6/1-10/1-12/1-20/kill |
3 | Sting in tail, does 1-6/1-8/1-10/1-12/paralysis/kill |
4 | Breathes cold, does 1-3 hits/every four levels |
5 | Breathes lightning, does 1-6 hits/four levels, kills at 17+ |
6 | Breathes fire, does 1-8 hits/four levels |
7 | Increase AC by 1 (i.e., from AC6 to AC5) |
8 | Increase AC by 2 |
9 | Add 1 HD |
10 | Add 2 HD |
11 | Movement -3 |
12 | Flier, speed 18 |
13 | Flings 1-4 tail spikes/four levels |
14 | Regenerates 1-3 hits/four levels |
15 | Commands snakes: 1-6/2-12/3-18/1-6 Giant 2-12 Giant 3-18 Giant |
16 | Does double damage |
17 | Legless, speed +3 |
18 | Bite causes disease, fatal in 1-10 days |
19 | Magick/Silver weapons do double damage |
20 | Fangs do 1-4/bite extra |
21 | Gaze causes confusion |
22 | Slow spell has double effect |
23 | Claws do 1-4 each |
24 | Tongue is whip, does 1-4 |
UNDEAD
1 | Missiles ineffective |
2 | Only magick weapons effective |
3 | Only magick/silver weapons effective |
4 | Only magick/silver weapons effective and at 1/2 damage |
5 | Destroyed by fire |
6 | Destroyed by sunlight |
7 | Destroyed by running water |
8 | Destroyed by holy water |
9 | Destroyed by cold |
10 | Turned by cross |
11 | Turned by mirror |
12 | Turned by garlic |
13 | Turned by wolvesbane |
14 | If human killed by undead, becomes undead |
15 | Undead is Lawful (and not affected by clerics) |
16 | Turns/dispels Clerics* |
17 | Charms Person |
18 | Touch does nothing | paralysis | rotting disease 1-12 turns | drains 1 level | drains 2 levels | drains 3 levels |
19 | Commands Rats: 1-20 | 1-100 | 1-4 Giant | 1-8 Giant | 1-12 Giant | 1-20 Giant |
20 | Commands Wolves: 1-4 | 1-6 | 1-8 | 1-8 Dire | 1-10 Dire | 1-20 Dire |
21 | Flier, speed 18 |
22 | Gaze does nothing | confusion | confusion | paralysis | stone |
23 | Destroyed only by fire |
24 | Invisible |
OTHER CHARACTERISTICS
Roll % dice: a score of 01-70 means no more characteristics;
71-85
means one other characteristic; 86-95 is two; and 96-00 is 3.
Die | Other Characteristic |
1 | No head |
2 | 3 eyes |
3 | 4 eyes |
4 | Stalk eyes |
- | - |
5 | Unusually long fangs |
6 | Unusually long claws |
7 | Antennae |
8 | 3-segment body |
PHYSICAL DESCRIPTION
You should also know what the monster looks like.
Undead do not
have a physical description (assume a figure under a cloak if you wish).
For everything else, start rolling on these tables.
SIZE
HD | Small | Medium | Large |
1-4 | 1-4 | 5-11 | 12 |
5-8 | 1-2 | 3-9 | 10-12 |
9-12 | 1 | 2-8 | 9-12 |
- | - | - | - |
13-16 | 1 | 2-7 | 8-12 |
17-20 | 1 | 2-6 | 7-12 |
21+ | 1 | 2-5 | 6-12 |
LIMBS
Die | #legs | Die | #arms |
1 | 1 | 1 | 1 |
2-5 | 2 | 2-4 | 2 |
6-7 | 3 | 5-7 | 2 tentacles |
8 | 4 | 8 | 3 |
Die | Mammals | Reptiles |
1-4 | Hair | Scales |
5-7 | Skin | Skin |
8 | Feathers | Hair |
COLORING
Die | Mammals | Reptiles |
1-6 | gray | green |
7-10 | white | gray |
11-12 | black | gray-green |
13 | brown | blue |
14 | red | yellow |
15 | blue | black |
16 | red | yellow |
17-18 | striped | striped |
19-20 | spotted | spotted |
Dragon magazine | - | MM | - | The Dragon #10 |