Notes on nomenclature Physical Strength for monsters and humanoids How to calculate the combat ability of a monster Changing for the better Breaking a monster's grasp
Dragon - - - Dragon 44


Leomund's Tiny Hut
Monsters: How strong is strong?

A character with a Girdle of Hill Giant Strength is + 3 to hit and + 7
to damage. If he/she has a Long Sword, he/she can do from 8 to 19
points of damage versus a large opponent (like a Hill Giant) every
time there is a hit in melee. Thus, a Myrmidon so armed has the same
chance to hit as a Hill Giant. He/she is likely better armored and may
even have more hit points. The normal average is 33 for a roll of
6d10, plus a likely bonus for constitution adding 6, 12, 18 or even 24
more hit points for 39, 45, 51 or 56 hit points on the average. The
poor Hill Giant, however, can only do 2-16 points of damage and
would actually benefit by putting on a pair of Gauntlets of Ogre
Power!

This sort of situation hardly seems accurate. Therefore, I have gone
through the Monster Manual and given strong monsters what I feel
should be their just strengths. A table of those strengths follows.

You will note that some strong monsters, even those who use
weapons, are not given a plus to hit for their strength in the following
table. This is because many monsters have a bonus built into/their hit
dice which gives them a bonus to hit already. Some common humanoids bearing weapons are given a better chance to hit, but then their
experience point value is increased too. A chart showing new experience-point values for giving monsters the chance to use their strength
is also given herein.

Notes on nomenclature:

Strengths like 17.26 or 19.25 are listed. This is done to give a
strength range when rolling. Thus a monster with 1826-1925 would
reflect a beast that has that strength range. Roll percentile dice adding
to 18(25). Those of 1901-1925 would be considered to have a
physical strength of 19. Those of 1826 to 1800 would gain that
physical strength bonus to hit and/or damage when weapons are
used. The bonus to hit or to damage is almost never given if a weapon
is not used. A strength of 1726 to 1700 is still a strength of 17.

To hit or to damage is given in forms like 0/ + 3. This means that
the particular monster in question can have no bonus whatsoever (0)
or a bonus up to + 3 in that category. Look at a Lizard Man, for example. He can have a strength of 12 to 18 (if 18 is rolled then percentile dice may be rolled for the exact percentile strength). Thus, if his
strength is 12 to 15 there is no bonus to hit or to damage. At 16 he
gains + 1 to damage, at 17 + 1 to hit and + 1 to damage, etc. through
a strength of 1800 which is + 3 to hit and + 6 to damage (per the
Strength Chart II in the Players Handbook).

Strength is sometimes given as a die-roll range. Look again at the
Lizard Man. 2d4 + 10 is given. This means that Lizard Men roll two
four-sided dice and add 10 to the result for their physical strength.
1d4 + 14 would mean roll one four-sided die and add 14 to the result
for physical strength. Some strengths are absolute for a monster, like
18 or 19, and thus there is no range in that particular monster. (e.g.
Werebear at 19, Minotaur at 18 or an Ogre Leader at 1800.)

Following the chart is a discussion on comparing monsters in melee
as well as the advantages of gripping (holding) an opponent when a
monster has the physical strength to do so.

Editor’s note: In the chart beginning at the top of the next column,
actual lines of the chart are printed in smaller type. This was necessary to
insure that all information pertaining to a certain creature could be
included on the same line of the chart. The text which follows some of
the lines in the chart refers only to the creature listed immediately above
the text. This accompanying text has a large indent in its first line and is
printed in the same size type you are now reading.)

Physical Strength
for humanoids and monsters

Some of the following information supercedes existing material
in the Monster Manual; if so, the number(s) involved will
be in boldface.

RACE/TYPE: Aerial Servant, normal
PHYSICAL STRENGTH: 19
BONUS TO HIT: 0
BONUS TO DAMAGE: 0
DAMAGE BASE WITHOUT BONUS: 2-16

RACE/TYPE: Aerial Servant, berserk
PHYSICAL STRENGTH: 21
BONUS TO HIT: 0
BONUS TO DAMAGE: 0
DAMAGE BASE WITHOUT BONUS: 8-32
Note increase in grasping strength in the berserk Servant.

RACE/TYPE: Anhkheg, mandibles
PHYSICAL STRENGTH: 18.00
BONUS TO HIT: 0
BONUS TO DAMAGE: 0
DAMAGE BASE WITHOUT BONUS: 3-18
Opponents held will strike with weapons at -4. 3-18
damage taken per round of holding coupled with digestive juices.

RACE/TYPE: Ape, Gorilla
PHYSICAL STRENGTH: 18.01 - 18.00
BONUS TO HIT: 0
BONUS TO DAMAGE: 0
DAMAGE BASE WITHOUT BONUS: 1-8 rend
Note variable Grasping strength.

RACE/TYPE: Ape, Carnivorous
PHYSICAL STRENGTH: 18.26 - 19.25
BONUS TO HIT: 0
BONUS TO DAMAGE: 0
DAMAGE BASE WITHOUT BONUS: 1-8 rend

RACE/TYPE: Bear, Black
PHYSICAL STRENGTH: 18.01 - 18.00
BONUS TO HIT: 0
BONUS TO DAMAGE: 0
DAMAGE BASE WITHOUT BONUS: 2-8 hug

RACE/TYPE: Bear, Brown
PHYSICAL STRENGTH: 18.26 - 19.25
BONUS TO HIT: 0
BONUS TO DAMAGE: 0
DAMAGE BASE WITHOUT BONUS: 2-12 hug

RACE/TYPE: Bear, Cave
PHYSICAL STRENGTH: 18.51 - 19.50
BONUS TO HIT: 0
BONUS TO DAMAGE: 0
DAMAGE BASE WITHOUT BONUS: 2-16 hug

RACE/TYPE:  Bugbear, Warrior
PHYSICAL STRENGTH: 16-17
BONUS TO HIT: 0
BONUS TO DAMAGE: 0/+1
DAMAGE BASE WITHOUT BONUS: 2-8 or by weapon

RACE/TYPE: Bugbear, Leader
PHYSICAL STRENGTH: 17.51 - 18.50
BONUS TO HIT: +1
BONUS TO DAMAGE: +1/+3
DAMAGE BASE WITHOUT BONUS: 2-8 or by weapon

RACE/TYPE: Bugbear, Chief
PHYSICAL STRENGTH: 18.00 - 18.75
BONUS TO HIT: +1/+2
BONUS TO DAMAGE: +1/+3
DAMAGE BASE WITHOUT BONUS: 2-8 or by weapon

2-8 damage is with a claw attack. Weapons for Bugbears
are generally large, thus + 1 to the normal damage range is correct for
missiles or for striking weapons. E.g. thrown axe, 2-7; mace, 3-8;
hammer, 3-6 would be correct 25% of the time. Humans or demihumans must be at least 5’ 8” tall and Strength 17 to wield these
larger weapons. Bugbears’ swords would be long, 2-9 damage; club
(morning star), 3-9 25% of the time with the same size/strength requirements for humans/demihumans who hope to wield them. Note
further that by getting + 1 or + 2 to hit, chiefs effectively attack as if
they were of 4 and 5 hit dice respectively. Saving throws do not apply
to leader and chief Bugbears as a bonus.
 

RACE/TYPE: Demons: Orcus
PHYSICAL STRENGTH: 20
BONUS TO HIT: +6*
BONUS TO DAMAGE: +8
DAMAGE BASE WITHOUT BONUS: 2d6 + 1 fist

Part of this bonus to hit is magical. His weapons, being
15’ tall, would always be huge. Thus if he used a morning star, it
would deal out a base of 4d4 damage and to this would be added + 8;
a hammer has 2d4 + 2 base, a flail 2d6 + 2. For a human/demihuman
to bear one of these, his/her height must be at least 7’ and Strength at
least 1891.

RACE/TYPE: Vrock
PHYSICAL STRENGTH: 17.75 - 18.76
BONUS TO HIT: 0
BONUS TO DAMAGE: 0
DAMAGE BASE WITHOUT BONUS: 1-4/1-4, 1-8/1-8

This is grasping strength. Those held by a Vrock (usually
prior to teleportation) must be in the grasp of two members (feet can
grasp). Those held are -2 to hit if held by 2 members, -4 if held by 3
members, helpless (until the grasp is broken) if held by 4 members.
Grasping must be established for one full round before teleportation.

RACE/TYPE: Glabrezu
PHYSICAL STRENGTH: 18.01 - 18.00
BONUS TO HIT: 0
BONUS TO DAMAGE: 0
DAMAGE BASE WITHOUT BONUS: 2-12/2-12

This is also grasping strength. Teleportation is allowed
only if both pincers grasp for one full round. Those held by both are at
-3  to hit.

RACE/TYPE: Devils: Asmodeus
PHYSICAL STRENGTH: 24
BONUS TO HIT: +6
BONUS TO DAMAGE: +12
DAMAGE BASE WITHOUT BONUS: 5-19

The 5-19  comes from his rod causing serious wounds
(not 4-14 damage): The Rod further does 56 points of damage by
frost, 64 by Acid and 80 by lightning. + 6 to hit and + 12 to damage
applies only to striking weapons, not to the rod. Again, weapons
would be huge (see Orcus); also add sword, 5d4 base damage.

RACE/TYPE: Baalzebul
PHYSICAL STRENGTH: 23
BONUS TO HIT: +5
BONUS TO DAMAGE: +11
DAMAGE BASE WITHOUT BONUS: 2-12

The 2-12 damage range is from the poisonous bite. He
might try a weapon attack at + 5 to hit and + 11 to damage but then
no bite and no poison that round. Weapons are huge (see Orcus).


RACE/TYPE: Barbed
PHYSICAL STRENGTH: 18.01 - 18.00
BONUS TO HIT: 0
BONUS TO DAMAGE: 0
DAMAGE BASE WITHOUT BONUS: 2-8/2-8

This strength applies to grasping only. If an opponent is
held by both claws for one round (-2 to hit for held figure) the Devil
may teleport away

RACE/TYPE: Bone
PHYSICAL STRENGTH: 19
BONUS TO HIT: 0
BONUS TO DAMAGE: 0
DAMAGE BASE WITHOUT BONUS: 3-12

3-12 is for a weapon specific to the Bone Devil, the Bone
Hook. It should be considered at 1800 for the purpose of grasping.
Those “stuck fast” in the hook can try to break it (Strength of at least
1800 required) or hit the Devil at -4. The Devil will teleport only after
hitting the victim with its tail at least once. If the Hook is lost then the
Devil will do 2-8/2-8 damage from claws. Its opponent, though better
held by its claws if both hit, can still strike at only -2.


RACE/TYPE: Erinyes
PHYSICAL STRENGTH: 18.01
BONUS TO HIT: 0
BONUS TO DAMAGE: 0
DAMAGE BASE WITHOUT BONUS: 2-8

The 2-8 is for the dagger, If the weapon is lost, claws do
1-3/1-3. A held victim is at the grasping strength of 1801 but the
victim is only -1 to hit the Erinyes. Teleportation is only possible if the
victim is entangled (per the Rope) or unconscious.

RACE/TYPE: Geryon
PHYSICAL STR: 24
BONUS TO HIT: 0
BONUS TO DAMAGE: 0
DAMAGE BASE WITHOUT BONUS: 3-18/3-18

Geryon does not use weapons. Note that if an opponent
is held by both hands, rending will add 2-20 points of damage. A
figure held by Geryon is -4 to hit back. Geryon will rend and/or sting
an opponent and almost never teleport away with him/her/it.

RACE/TYPE: Ice
PHYSICAL STRENGTH: 18.76
BONUS TO HIT: 0
BONUS TO DAMAGE: 0
DAMAGE BASE WITHOUT BONUS: 1-4 / 1-4


1876 is a grasping strength only. Opponents held by both
hands are at -2 to hit back. Ice Devils rarely teleport with a victim, preferring to strike with mandibles 2-8 and tails 3-12. Any held victim always loses Dexterity bonuses and usually loses any shield bonushe/she may have (60% chance for shield loss). Damage from the
holding appendage(s) is usually automatic if the victim is firmly held.

RACE/TYPE: Djinni, normal
PHYSICAL STRENGTH: 19
BONUS TO HIT: 0
BONUS TO DAMAGE: 0
DAMAGE BASE WITHOUT BONUS: 2-16

RACE/TYPE: Djinni, noble
PHYSICAL STRENGTH: 20
BONUS TO HIT: 0
BONUS TO DAMAGE: 0
DAMAGE BASE WITHOUT BONUS: 3-24

Djinni do not try to hold a victim. Their damage range
comes from magic and from strength — they almost never (20%
chance) use a weapon. If they do, the weapon will be a dagger
(damage base 2-7) or a scimitar (damage base 3-12); then it is + 3 to
hit and + 6 or + 7 to damage, depending if normal or noble.

RACE/TYPE: Dragon, very young/young
PHYSICAL STRENGTH: 18.01
BONUS TO HIT: 0
BONUS TO DAMAGE: 0
DAMAGE BASE WITHOUT BONUS: varies

RACE/TYPE: Dragon, sub-adult/young adult
PHYSICAL STRENGTH: 18.76
BONUS TO HIT: 0
BONUS TO DAMAGE: 0
DAMAGE BASE WITHOUT BONUS: variess

RACE/TYPE: Dragon, adult
PHYSICAL STRENGTH: 18.00
BONUS TO HIT: 0
BONUS TO DAMAGE: 0
DAMAGE BASE WITHOUT BONUS: varies

RACE/TYPE: Dragon, old
PHYSICAL STRENGTH: <?>
BONUS TO HIT: <?>
BONUS TO DAMAGE: 0
DAMAGE BASE WITHOUT BONUS: varies

RACE/TYPE: Dragon, very old
PHYSICAL STRENGTH: 20/21
BONUS TO HIT: 0
BONUS TO DAMAGE: 0
DAMAGE BASE WITHOUT BONUS: varies

RACE/TYPE: Dragon, ancient
PHYSICAL STRENGTH: 22/23
BONUS TO HIT: 0
BONUS TO DAMAGE: 0
DAMAGE BASE WITHOUT BONUS: varies

Dragons are very strong but since claw/claw is used the
damage comes from the blow (claws) and never from a weapon.
Dragons can, however, pick up a victim and fly away using but one
claw. At that point it is essential to know the dragon’s grasping
strength. Opponents held (only one claw is necessary, except for very
young and young which need two claws) are at -1 to -6 to strike the
dragon, depending upon the dragon’s age. A dragon holding a figure
can squeeze its victim for claw damage plus 50%, e.g., if a claw
normally does 1-6 and a 4 is diced, 50% or 2 is added so that total
damage from the squeeze is 6 points.

RACE/TYPE: Efreet, all
PHYSICAL STRENGTH: 20
BONUS TO HIT: 0
BONUS TO DAMAGE: 0
DAMAGE BASE WITHOUT BONUS: 3-24

See Djinni. They use weapons even less often (only 5%)
than Djinni.

RACE/TYPE: Ettin
PHYSICAL STRENGTH: 19
BONUS TO HIT: 0
BONUS TO DAMAGE: +6
DAMAGE BASE WITHOUT BONUS: 2-12 / 2-14

Note the changed damage ranges. The Ettin has no plus
to hit due to its 10 hit dice, which already gives a to hit bonus. However, damage should reflect its strength of 19. 2-14 is generated by
casting d6 and d8.

RACE/TYPE: Gargoyle
PHYSICAL STRENGTH: 17.26 - 18.25
BONUS TO HIT: 0
BONUS TO DAMAGE: 0
DAMAGE BASE WITHOUT BONUS: 1-3 / 1-3

Occasionally a Gargoyle will want to pick up a victim and
fly away with the purpose of eating, robbing or dropping the victim to
his death from 500 or more feet in altitude. A Gargoyle can pick up
2,500 gp (250 pounds). Victims of strength 1825 or better can always
escape. A victim held by a Gargoyle is at no minus to strike back but
when the victim is held the Gargoyle can bite automatically as well as
deliver damage with both claws. As an aside, Gargoyle shamen might
occur in a tribe of 20 or more Gargoyles up to the 2nd level of Clerical
ability. Gargoyles can occasionally (35 %) speak common.

RACE/TYPE: Giant, Hill
PHYSICAL STRENGTH: 19
BONUS TO HIT: 0
BONUS TO DAMAGE: +8
DAMAGE BASE WITHOUT BONUS: 2-12

To hit advantages are according to the hit dice of a giant,
but the Hill Giant does not receive a good bonus to damage. The Hill
Giant is overrated in the texts (see discussion hereafter).

RACE/TYPE: Giant, Stone
PHYSICAL STRENGTH: 20
BONUS TO HIT: 0
BONUS TO DAMAGE: +8
DAMAGE BASE WITHOUT BONUS: 2-12

RACE/TYPE: Giant, Frost
PHYSICAL STRENGTH: 21
BONUS TO HIT: 0
BONUS TO DAMAGE: +9
DAMAGE BASE WITHOUT BONUS: 2-16

RACE/TYPE: Giant, Fire
PHYSICAL STRENGTH: 22
BONUS TO HIT: 0
BONUS TO DAMAGE: +10
DAMAGE BASE WITHOUT BONUS: 2-20

RACE/TYPE: Giant, Cloud
PHYSICAL STRENGTH: 23
BONUS TO HIT: 0
BONUS TO DAMAGE: +11
DAMAGE BASE WITHOUT BONUS: 2-24

RACE/TYPE: Giant, Storm
PHYSICAL STRENGTH: 24
BONUS TO HIT: 0
BONUS TO DAMAGE: +12 <?>
DAMAGE BASE WITHOUT BONUS: 3-30

Much of the discussion here following is about giants so
little will be said in the table. Giants do the same bonuses to damage
when throwing rocks:

RACE/TYPE: Giant, Hill
BONUS TO DAMAGE: +7
DAMAGE BASE WITHOUT BONUS: 2-12

RACE/TYPE: Giant, Stone
BONUS TO DAMAGE: +8
DAMAGE BASE WITHOUT BONUS: 2-24

RACE/TYPE: Giant, Fire
BONUS TO DAMAGE: +9
DAMAGE BASE WITHOUT BONUS: 2-12

RACE/TYPE: Giant, Frost
BONUS TO DAMAGE: +10
DAMAGE BASE WITHOUT BONUS: 2-12

RACE/TYPE: Giant, Cloud
BONUS TO DAMAGE: +11
DAMAGE BASE WITHOUT BONUS: 2-12

RACE/TYPE: Gnoll, normal
PHYSICAL STRENGTH: 16-17
BONUS TO HIT: 0/+1
BONUS TO DAMAGE: +1
DAMAGE BASE WITHOUT BONUS: 2-8 or by weapon

RACE/TYPE: Gnoll, leader/guard
PHYSICAL STRENGTH: 17.26 - 18.25
BONUS TO HIT: +1
BONUS TO DAMAGE: +1/+2
DAMAGE BASE WITHOUT BONUS: 2-8 or by weapon

RACE/TYPE: Gnoll, chief
PHYSICAL STRENGTH: 17.51 - 18.50
BONUS TO HIT: +1
BONUS TO DAMAGE: +1 / +3
DAMAGE BASE WITHOUT BONUS: 2-8 or by weapon

The 2-8 damage range is from a bite when no weapon is
used. Like Bugbears, Gnolls occasionally use large weapons. This percent chance is only 5% for normal Gnolls, 20% for leaders/guards
and 50% for chiefs. Large weapons can be used by humans/demihumans of height 5’ 8” and Strength 17 or better (thus, “normal”
Gnolls of Strength 16 cannot use them). A great bow’s arrow has a 2-
7 base as a large weapon, pole arm, 3-9; two-handed sword, 2-11;
battle axe, 2-9; and morning star 3-9 — remember, these bases are for
large weapons only.

RACE/TYPE: Goblin, normal
PHYSICAL STRENGTH: d8 + 8
BONUS TO HIT: 0
BONUS TO DAMAGE: 0 / +1
DAMAGE BASE WITHOUT BONUS: by weapon

RACE/TYPE: Goblin, leader/assistant
PHYSICAL STRENGTH: d8+9
BONUS TO HIT: 0 / +1
BONUS TO DAMAGE: 0 / +1
DAMAGE BASE WITHOUT BONUS: by weapon

RACE/TYPE: Goblin, sub-chief/guard
PHYSICAL STRENGTH: d6+11
BONUS TO HIT: 0 / +1
BONUS TO DAMAGE: 0 / +1
DAMAGE BASE WITHOUT BONUS: by weapon

RACE/TYPE: Goblin, chief/bodyguards
PHYSICAL STRENGTH: d4+14
BONUS TO HIT: 0 / +1
BONUS TO DAMAGE: 0 / +1 or +2
DAMAGE BASE WITHOUT BONUS: by weapon

Goblins never use large weapons; they are the same size
as human weapons. A Goblin chief can become of 18 Strength (never
1801 or higher). Goblin sub-chiefs and above save as l-hit-die monsters and a multi-level fighter can only strike his/her normal number of
blows against them (while a multi-level fighter gets multiple blows
versus normal Goblins). The + 1 to hit applies when the strength
equals 17 or 18. In like manner, + 1 to damage applies to those diced
at 16 or 17 and + 2 to those diced at 18. For ease of play you might
consider leader/assistants at 16, sub-chief/guards at 17 and chief/
bodyguards at 18 — thus, all normal Goblins are 15 or less.

RACE/TYPE: Golem: Flesh
PHYSICAL STRENGTH: 19
BONUS TO HIT: 0
BONUS TO DAMAGE: 0
DAMAGE BASE WITHOUT BONUS: 2-16 / 2-16

RACE/TYPE: Golem: Clay
PHYSICAL STRENGTH: 22
BONUS TO HIT: 0
BONUS TO DAMAGE: 0
DAMAGE BASE WITHOUT BONUS: 3-30

RACE/TYPE: Golem: Stone
PHYSICAL STRENGTH: 21
BONUS TO HIT: 0
BONUS TO DAMAGE: 0
DAMAGE BASE WITHOUT BONUS: 3-24

RACE/TYPE: Golem: Iron
PHYSICAL STRENGTH: 23
BONUS TO HIT: 0
BONUS TO DAMAGE: 0
DAMAGE BASE WITHOUT BONUS: 4-40

The Golem already has numerous advantages in combat;
adding strength to hit and damage would make it too strong.
Strengths are given in case grasping becomes necessary.
A creator might use a Golem to fetch or capture a victim. Flesh and
Clay Golems need both hands for this task and a held opponent is at
-3 to strike back. Stone Golems using one hand make the victim -2 to
hit but a Stone Golem using both hands would make the victim -5.
Iron Golems using one hand have victims at -3; two hands, -7. A held
victim can always be damaged for the full range. All attempts to grab
are at no damage or minor incidental damage on the round of grasping.

RACE/TYPE: Hobgoblin, normal/leader
PHYSICAL STRENGTH: 16-18
BONUS TO HIT: 0 / +1
BONUS TO DAMAGE: +1 / +2
DAMAGE BASE WITHOUT BONUS: by weapon

RACE/TYPE: Hobgoblin, subchief
PHYSICAL STRENGTH: 17.51 - 18.50
BONUS TO HIT: +1
BONUS TO DAMAGE: +1 / +3
DAMAGE BASE WITHOUT BONUS: by weapon

RACE/TYPE: Hobgoblin chief/bodyguards
PHYSICAL STRENGTH: 18.51 - 18.00
BONUS TO HIT: +2 / +3
BONUS TO DAMAGE: +3 / +6
DAMAGE BASE WITHOUT BONUS: by weapon

Hobgoblins can become very strong, stronger than the
larger Gnolls can become, or even the largest Bugbears! Note the
extra hit points gained by exceptional Hobgoblins. Normal and leader
Hobgoblins do not use large weapons. Subchiefs use them 10% of the
time and chiefs/bodyguards 25% of the time. The large weapons they
might use are limited to a spear 2-7 damage, and morning star 3-9.

RACE/TYPE: Invisible stalker
PHYSICAL STRENGTH: 19
BONUS TO HIT: 0
BONUS TO DAMAGE: 0
DAMAGE BASE WITHOUT BONUS: 4-16

The 19 strength measures grasping strength only.

RACE/TYPE: Kobold, normal
PHYSICAL STRENGTH: 4d4
BONUS TO HIT: 0
BONUS TO DAMAGE: 0 / +1
DAMAGE BASE WITHOUT BONUS: by weapon

RACE/TYPE: Kobold, leader types
PHYSICAL STRENGTH: d4 + 13
BONUS TO HIT: 0 / +1
BONUS TO DAMAGE: 0 / +1
DAMAGE BASE WITHOUT BONUS: by weapon

All Kobold weapons are small, of course, with any that
are magical going to leaders. Those of 16 Strength gain + 1 to
damage, those of 17 Strength + 1 to hit and to damage.

RACE/TYPE: Lizard Man, normal
PHYSICAL STRENGTH: 2d4 + 10
BONUS TO HIT: 0 / +3
BONUS TO DAMAGE: 0 / +6
DAMAGE BASE WITHOUT BONUS: by weapon

RACE/TYPE: Lizard man, leader types
PHYSICAL STRENGTH: 1d4 + 14
BONUS TO HIT: 0 / +3
BONUS TO DAMAGE: 0 / +6
DAMAGE BASE WITHOUT BONUS: by weapon

Weapons are used by Lizard Men only 10% of the time
for normal varieties. Those that “evolve to a higher state” gain normal
Strength bonuses to hit and damage when Strength is from 16 to
1800. Leader types are always from that 10% which use weapons,
and they may well also be the tribal Wizard Doctor. Occasionally, twohanded swords are used by leaders of strength 1891 or better.

RACE/TYPE: Werebear
PHYSICAL STRENGTH: 19
BONUS TO HIT: 0
BONUS TO DAMAGE: 0
DAMAGE BASE WITHOUT BONUS: hug 2-16

RACE/TYPE: Minotaur
PHYSICAL STRENGTH: 18
BONUS TO HIT: +1
BONUS TO DAMAGE: +2
DAMAGE BASE WITHOUT BONUS: by weapon

Those using a weapon have a huge one, axe 1-10 base
damage or flail 2-9 base damage. Humans/demihumans must be 5
8” and Strength 18 or better to use these weapons. The bonus to hit
and damage never applies to a butt/bite attack.

RACE/TYPE: Ogre, normal
PHYSICAL STRENGTH: 18 - 18.99
BONUS TO HIT: +1 / +2
BONUS TO DAMAGE: +2 / +5
DAMAGE BASE WITHOUT BONUS: by weapon

RACE/TYPE: Ogre, leader
PHYSICAL STRENGTH: 18.00
BONUS TO HIT: +3
BONUS TO DAMAGE: +6
DAMAGE BASE WITHOUT BONUS: by weapon

RACE/TYPE: Ogre, chief
PHYSICAL STRENGTH: 19
BONUS TO HIT: +3
BONUS TO DAMAGE: +7
DAMAGE BASE WITHOUT BONUS: by weapon

Ogres always use large weapons that humans of 6’ or
taller can use if their strength is 1826 or better. The base for Ogre
weapons is as follows: Spear 2-12, Hammer 3-9, Mace 3-8. Those
using claws should do 2-5/2-5 per claw for normal, 3-6/3-6 for
leaders and 4-7/4-7 for chiefs. Females would do l-4/1-4 and young
l-3/1-3. Females have only a 30% chance to use weapons. Young do
not use weapons.

RACE/TYPE: Ogre Magi, normal
PHYSICAL STRENGTH: 18 - 18.99
BONUS TO HIT: +1 / +2
BONUS TO DAMAGE: +2 / +5
DAMAGE BASE WITHOUT BONUS: by weapon

RACE/TYPE: Ogre Magi, exceptional
PHYSICAL STRENGTH: 18.00 - 20
BONUS TO HIT: +3
BONUS TO DAMAGE: +6 / +8
DAMAGE BASE WITHOUT BONUS: by weapon

RACE/TYPE: Ogre Magi, chief
PHYSICAL STRENGTH: 21
BONUS TO HIT: +4
BONUS TO DAMAGE: +9
DAMAGE BASE WITHOUT BONUS: by weapon

These creatures use a combination spear/halberd
weapon of huge proportion that does a base 1-12 damage. They can
fight as Monks; if you really want to get complex, their skills would be
as follows: Normal Ogre Magi 5 attacks in 4 rounds for 2-7 damage
per open-hand attack; Exceptional 3 attacks in 2 rounds for 3-9
damage per open-hand attack; Chief 2 attacks per round for 3-12
damage per open-hand attack. Obviously, Strength bonuses to hit and
damage do not apply to open-hand attacks. Ogre Magi gain no other
Monk abilities, of course.

RACE/TYPE: Orc, normal
PHYSICAL STRENGTH: 2d4+9
BONUS TO HIT: 0 / +1
BONUS TO DAMAGE: 0 / +1
DAMAGE BASE WITHOUT BONUS: by weapon

RACE/TYPE: Orc, leader
PHYSICAL STRENGTH: d4+13
BONUS TO HIT: 0 / +1
BONUS TO DAMAGE: 0 / +1
DAMAGE BASE WITHOUT BONUS: by weapon

RACE/TYPE: Orc, chief
PHYSICAL STRENGTH: 17-18
BONUS TO HIT: +1
BONUS TO DAMAGE: +1/+2
DAMAGE BASE WITHOUT BONUS: by weapon

Orc weapons are normal-sized in all cases. They gain
Strength bonuses for Strengths of 16, 17 and 18 in the normal
manner. Only half-orcs have strengths of up to 1800; on rare occasions, a half-orc of 19 strength might occur.

RACE/TYPE: Owlbear
PHYSICAL STRENGTH: 19
BONUS TO HIT: 0
BONUS TO DAMAGE: 0
DAMAGE BASE WITHOUT BONUS: hug 2-16

RACE/TYPE: Sahuagin, normal
PHYSICAL STRENGTH: 3d4+7
BONUS TO HIT: 0 / +3
BONUS TO DAMAGE: 0 / +7
DAMAGE BASE WITHOUT BONUS: by weapon

RACE/TYPE: Sahuagin, large
PHYSICAL STRENGTH: d4+15
BONUS TO HIT: 0 / +3
BONUS TO DAMAGE: +1 / +7
DAMAGE BASE WITHOUT BONUS: by weapon

RACE/TYPE: Salamander
PHYSICAL STRENGTH: 18.50
BONUS TO HIT: 0
BONUS TO DAMAGE: 0
DAMAGE BASE WITHOUT BONUS: constriction

RACE/TYPE: Giant Scorpion
PHYSICAL STRENGTH: 18.01
BONUS TO HIT: 0
BONUS TO DAMAGE: 0
DAMAGE BASE WITHOUT BONUS: 1-10/1-10

A held victim is -2 to hit back but is more likely to be hit
by the Giant Scorpion’s tail (+ 3 to hit if victim held in both pincers)..
RACE/TYPE: Shambling Mound
PHYSICAL STRENGTH: 19
BONUS TO HIT: 0
BONUS TO DAMAGE: 0
DAMAGE BASE WITHOUT BONUS: 2-16/2-16

The strength is for considering grasping (hugging) attacks.
RACE/TYPE: Titan
PHYSICAL STRENGTH: 24
BONUS TO HIT: 0
BONUS TO DAMAGE: +12
DAMAGE BASE WITHOUT BONUS: 3d10

RACE/TYPE: Titan
PHYSICAL STRENGTH: 25
BONUS TO HIT: <>
BONUS TO DAMAGE: +12
DAMAGE BASE WITHOUT BONUS: 3d12

See giant discussion below.

RACE/TYPE: Treant
PHYSICAL STRENGTH: 19
BONUS TO HIT: 0
BONUS TO DAMAGE: 0
DAMAGE BASE WITHOUT BONUS: 2-16/2-16

RACE/TYPE: Treant
PHYSICAL STRENGTH: 20
BONUS TO HIT: 0
BONUS TO DAMAGE: 0
DAMAGE BASE WITHOUT BONUS: 3-18/3-18

RACE/TYPE: Treant
PHYSICAL STRENGTH: 21
BONUS TO HIT: 0
BONUS TO DAMAGE: 0
DAMAGE BASE WITHOUT BONUS: 4-24/4-24

Treants only punch and never use weapons, but their
Strength might be considered in grasping as well as in breaking things
down. An opponent held by a Treant might be rended or thrown;
either will result in damage of 2-16, 3-18 or 4-24, depending on the
size of the Treant. The victim is -3/-4/-5 to hit back, depending upon
the size of the Treant. A held victim is only damaged by rending or
throwing. Holding with only one hand will make the victim only -1 to
hit back but the Treant is then + 2 to punch with the other fist.

RACE/TYPE: Troglodyte, normal
PHYSICAL STRENGTH: 3d4+5
BONUS TO HIT: 0 / +1
BONUS TO DAMAGE: 0 / +1
DAMAGE BASE WITHOUT BONUS: by weapon

RACE/TYPE: Troglodyte, leader
PHYSICAL STRENGTH: d4+13
BONUS TO HIT: 0 / +1
BONUS TO DAMAGE: 0 / +1
DAMAGE BASE WITHOUT BONUS: by weapon

RACE/TYPE: Troglodyte, sub-chief
PHYSICAL STRENGTH: 17-18
BONUS TO HIT: +1
BONUS TO DAMAGE: +1 / +2
DAMAGE BASE WITHOUT BONUS: by weapon

RACE/TYPE: Troglodyte, chief
PHYSICAL STRENGTH: 18.01 - 18.75
BONUS TO HIT: +1 / +2
BONUS TO DAMAGE: +3
DAMAGE BASE WITHOUT BONUS: by weapon

Troglodyte weapons are normal size — but note the
special vaned dart.

RACE/TYPE: Troll
PHYSICAL STRENGTH: 18.76 - 18.90
BONUS TO HIT: 0
BONUS TO DAMAGE: +4
DAMAGE BASE WITHOUT BONUS: 1-4 / 1-4

Note that a Troll is very strong and is one of the few monsters that gains its strength in melee without weapons; thus, the + 4 to
damage. There is no bonus to hit, however. Trolls are large enough to
grasp a victim in one hand, making that victim -2 to hit back and the
troll at least + 2 to hit the victim. If held by both hands the victim is -5
to hit back and the troll can rend for 3-12 points of damage as well as
bite at +3 to hit for the normal 2-12 points of biting damage.
RACE/TYPE: Umber Hulk
PHYSICAL STRENGTH: 18.76 - 19.75
BONUS TO HIT: 0
BONUS TO DAMAGE: +4 / +7
DAMAGE BASE WITHOUT BONUS: 2-8 / 2-8

Hulks, like Trolls, can grasp and hold victims (the same
percentages apply to the victim’s attack and the Hulk’s subsequent attacks). A Hulk can hold a victim in both hands and stare into the
victim’s face. The victim, if it averts the Hulk’s glance at that point, is
-7 to hit the hulk.
RACE/TYPE: Vampire
PHYSICAL STRENGTH: 18.76
BONUS TO HIT: +2
BONUS TO DAMAGE: +4
DAMAGE BASE WITHOUT BONUS: with weapon

Nothing prevents a Vampire from using a weapon if it desires to do so. In fact, weapon use would be common for Vampires
who still retain some knowledge of their former profession (Fighter
70%, Cleric 50% and Thief 30%). Naturally, they cannot drain levels
by using a weapon. A Vampire will never use a missile of any type. 

RACE/TYPE: Yeti
PHYSICAL STRENGTH: 18.01 - 18.00
BONUS TO HIT: 0
BONUS TO DAMAGE: 0
DAMAGE BASE WITHOUT BONUS: squeeze 2-16 

Yeti do not use weapons. 

How to calculate the combat ability of a monster

What would happen if a Troll fought a Hill Giant? Judging, by the
official experience-point award for each monster, one would likely
conclude that the Hill Giant would almost always win. (A Troll is
valued at 525 + 8xp/hp and a Hill Giant 1400 + 12xp/hp.) But
when considering what happens during combat, that assumption is no
longer true.

The Troll has hit dice of 6 + 6. Each roll of d8 will produce an
average result of 4.5, so that the average Troll will have 6 x 4.5 + 6,
or 33, hit points. The troll as outlined in the Monster Manual gets three
attacks for 5-8/5-8/2-12 damage, which figures out to an average of
6.5 points of damage for each of the first two attacks and an average
of 7 for the third attack. Since the opponent Hill Giant is AC 4, the
Troll needs a 9 to hit, which represents a 60% chance to score a hit on
each opportunity. Thus, the Troll’s average damage total for its three
attacks is 60% of 6.5 + 6.5 + 7, or 60% of 20, which equals 12.

The Hill Giant has hit dice of 8 + l-2. The average Hill Giant will
therefore have 8 x 4.5 + 1.5, or 371/2 hit points. It deals out 2-16
points of damage per successful attack, or an average of 9. The Troll is
also AC 4, so the Hill Giant needs an 8 to hit, which represents a 65%
chance to score a hit on each opportunity. Thus, the Hill Giant will
render an average of 65% of 9, or 5.85, points of damage per attack.
If the Giant has 37½ hit points and receives an average of 12 points
of damage from the Troll in each melee round, it will survive for an
average of (37½ divided by 12), or 3.125, rounds. The Troll, which
has 33 points, will receive an average of 5.85 points of damage per
attack, and thus can survive for (33 divided by 5.85), or 5.64, rounds.
However, the Troll begins to regenerate on round 4, so that after
taking an average of 17.55 (5.85 x 3) points of damage in the first
three rounds, it will only take (5.85 minus 3), or 2.85, points of
damage from subsequent attacks. A Troll would have 15.45 hit points

remaining after three rounds of taking full damage, but after that
would only lose 2.85 hit points per round, meanthating that the Troll can
survive for (15.45 divided by 2.85), or 5.42 rounds beyond the first
three.

Given three statistics and calculations, how can the Giant hope to
win? It cannot outrun the Troll, since both move at 12”. It can throw
rocks at the Troll, but when it stops to cast a rock the Troll can close in
to attack. If the Troll gets hit, it can back off and wait for regeneration
to begin. In other words, taking the monsters as described in the
Monster Manual, the Troll would win almost every time!

An Umber Hulk, valued at 1300 + 12xp/hp, can also beat a Hill
Giant in toe-to-toe combat using similar calculations. The Hulk cannot
regenerate but its damage figure is higher, it hits more often than the
Giant, and its armor class is better. The particulars are as follows:
Hill Giant with 37½ hit points and average damage figure of 9
needs a 10 to hit the Hulk’s armor class of 2, which represents a 55%
chance to hit. Thus, the Hill Giant’s average damage per attack is
4.95.

The Umber Hulk, 8 + 8 hit dice, has an average of 44 hit points,
and needs an 8 to hit the Giant’s armor class (4), which represents a
65% chance. The Hulk’s damage figures are 3-12/3-12/2-10, which
have averages of 7.5, 7.5 and 6, for a total of 21. The amount of
damage done per hit is 65% of 21, or 13.7.

The Giant's 37 1/2 hit points divided by the Hulk's average damage 
of 13.7 gives the Giant 2.73 rounds to live. The Hulk's 44 hit points 
divided by the Giant's average damage of 4.95 means that the Hulk 
can survive for 8.89 rounds. Add this to the fact that the Hulk has a 
chance to Confuse the Giant, and it can be seen that the Giant almost 
always loses. (Note: To calculate the chance for the Giant to meet the 
Hulk's glance during combat, roll d12 for the Hulk and d20 for the 
Giant. If d12 is higher or equal to d20, the Giant has met the glance. 
The Giant then gains a saving throw of 12, which represents a 55% 
chance that the attempt to save will fail. There is a 30% chance per 
round that d12 will be higher or equal to d20, so the chance of the 
Giant's meeting the glance and then failing to save against it is (.3 x 
.44), or .165 (16.5%). If the Hulk can survive for an average of 8.89 
rounds, the chance for the Giant to become confused during that time
is approximately 77%. Not exactly in the Giant’s favor, is it?

Changing for the better
How can the examples of melee described above be made to favor
the Hill Giant vs. the Troll and give the Hill Giant a slight edge on the
Umber Hulk, since that is what the experience-point values seem to
suggest?

In the listing above, it has been advocated that the Giant be
changed to + 7 to damage and a base of 2-12 points of damage per
hit. If these figures are used, the Giant will do 14 points of average
damage, divided by the 65% chance to hit the Troll’s AC 4, for a final
figure of 9.1. The Troll’s 33 hit points will only last an average of 3.62
rounds; thus, the Troll might not get an opportunity to regenerate, and
the melee now favors the Troll only slightly. However, the experience-
point values for the monsters are so different that it seems the Hill
Giant needs more of an advantage. Giving the Giant three blows
every two rounds or two blows per round would turn the melee
around. Getting three blows every two rounds is equivalent to 1.5
blows per round, raising the Giant’s average damage per round to 1.5
x 9.1, or 13.65. The Troll’s 33 hit points would disappear in 2.42
rounds — and the Hill Giant is finally favored. 

If the Giant as described above got three blows every two rounds
against the Umber Hulk, it would deal out 11.55. points of damage per 
round on the average, and the Hulk's 44 points would last for 3.81 
rounds. That it still not enough of a benefit for the Giant, however, 
since, the Hulk will, on the average, kill the Giant in 2.73 rounds. But if
the Giant is given two blows per round, its average damage is doubled 
from 9.1 to 18.2, and the Hulk's 44 points will only last 2.42 rounds, 
which is slightly better than the Hulk's figure vs. the Giant of 2.73. If 
the Giant is able to hurl rocks during the melee without suffering adverse 
effects as a result, he would be even more strongly favored. 
Only the Hulk's confusion ability might turn the tide -- and the chance 
of this happening is not nearly as great as it was originally. 

If the Hill Giant is given two blows per round and a base damage 
figure of 2-12 + 7, it becomes worth the 1400 + 12xp/hp value
which is given to it in the Dungeon Masters Guide — in fact, it is worth
more than that. For this instance and many others, new experiencepoint values should be given to monsters whose abilities are changed.
The chart which follows gives suggested experience-point (xp)
value changes for certain monsters, and lists the changes in the monsters’ abilities (taken from the first part of this article) which make the
xp change necessary. All increases in experience-point awards are
suggestions only, and naturally the final decision about this lies with
the DM. Note: When a monster is given a plus to hit, this is effected by 
moving over the proper number of columns on the appropriate “to
hit” chart — not by adding the “plus” to the actual die roll.
Some of the suggested changes in humanoids are quite dramatic.
Remember, they already attack as monsters and not as men, so a + 1
to hit is very potent. When granting plusses to hit, it is strongly suggested to also give a significantly higher xp award for an adversary
which kills one of those monsters. This would also hold true if the + 1
comes from a magic weapon or a Bless spell or a similar source. If the
opponent is tougher than “normal,” characters should get a higherthan-normal award for besting that opponent in combat.

MONSTER: Aerial Servant
CURRENT XP: 5250 + 20/hp
CHANGES IN MONSTER: None
SUGGESTED NEW XP: Berserk: 6500 + 20/hp

MONSTER: Anhkheg
CURRENT XP: 390 + hp value
CHANGES IN MONSTER: Once held, new "to hit" need not be rolled; grasping strength 18.00
SUGGESTED NEW XP: 3HD: 280 + 4/hp
4HD: 390 + 5/hp
5HD: 500 + 6/hp
6HD: 625 + 8/hp
7HD: 750 + 10/hp
8 HD: 900 + 12/hp

MONSTER: Ape, Gorilla
CURRENT XP: 130 + 5/hp
CHANGES IN MONSTER Take into account ability to hold victim: 
SUGGESTED NEW XP: 170 + 6/hp

MONSTER: Ape, carnivorous
CURRENT XP: 170 + 5/hp
CHANGES IN MONSTER: Take into account ability to hold victim. 
SUGGESTED NEW XP: 235 + 7/hp

MONSTER: Bear, Black
CURRENT XP: 85 + 4/hp
CHANGES IN MONSTER: Take into account ability to hold victim.  
SUGGESTED NEW XP: 125 + 4/hp

MONSTER: Bear, Brown
CURRENT XP: 300 +6/hp
CHANGES IN MONSTER: Take into account ability to hold victim. 
SUGGESTED NEW XP: 345 + 6/hp

MONSTER: Bear, Cave
CURRENT XP: 475 + 8/hp
CHANGES IN MONSTER: Take into account ability to hold victim.  
SUGGESTED NEW XP: 525 + 8/hp

MONSTER: Bugbear, All
CURRENT XP: 135 + 4/hp
CHANGES IN MONSTER: Large weapons, bonuses to hit and damage 
SUGGESTED NEW XP: Warrior, large weapon: 165 + 4/hp
    Leader: 235 + 5/hp
    Chief: 400 + 6/hp

MONSTER: Demon, Vrock
CURRENT XP: 1275 + 10/hp
CHANGES IN MONSTER: Seize and teleport away, hold opponent
SUGGESTED NEW XP: 1650 + 11/hp

MONSTER: Demon, Glabrezu
CURRENT XP: 2400 + 14/hp
CHANGES IN MONSTER: Sieze and teleport away, hold opponent
SUGGESTED NEW XP: 3100 + 15/hp

MONSTER: Devil, Asmodeus
CURRENT XP: 70,965
CHANGES IN MONSTER: Full rod potential 
SUGGESTED NEW XP: 77,400

MONSTER: Devil, Baalzebul
CURRENT XP: 61,410
CHANGES IN MONSTER:Weapon potential 
SUGGESTED NEW XP: 65,400

MONSTER: Devil, Barbed
CURRENT XP: 1425 + 10/hp
CHANGES IN MONSTER: Sieze and teleport away
SUGGESTED NEW XP: 1750 + 11/hp

MONSTER: Devil, Bone
CURRENT XP: 2800 + 12/hp
CHANGES IN MONSTER: Sieze and teleport away
SUGGESTED NEW XP: 3000 + 12/hp

MONSTER: Devil, Geryon
CURRENT XP: 47,975
CHANGES IN MONSTER: Rend, hold opponent 
SUGGESTED NEW XP: 52,300

MONSTER: Devil, Ice
CURRENT XP: 4400 + 16/hp
CHANGES IN MONSTER: Hold opponent
SUGGESTED NEW XP: 4700 + 16/hp

MONSTER: Djinn, normal
CURRENT XP: 725 + 5/hp
CHANGES IN MONSTER Weapon potential 
SUGGESTED NEW XP: 1000 + 6/hp
    Noble: 2400 + 14/hp

MONSTER: Dragon
CURRENT XP: -
CHANGES IN MONSTER: Hold opponent 
SUGGESTED NEW XP: One more exceptional ability

MONSTER: Efreeti
CURRENT XP: 1950 + 14/hp
CHANGES IN MONSTER: If using a weapon
SUGGESTED NEW XP: 2400 + 14/hp

MONSTER: Ettin
CURRENT XP: 1950 + 4/hp
CHANGES IN MONSTER: +6 due to strength; 2-12/2-14 weapon base
SUGGESTED NEW XP: 2500 + 15/hp

MONSTER: Gargoyle
CURRENT XP: 165 + 5/hp
CHANGES IN MONSTER: Hold opponents/drop 
SUGGESTED NEW XP: 200 + 5/hp
    Shamen: variable <?>

MONSTER: Giant, Hill
CURRENT XP: 1400 + 12/hp
CHANGES IN MONSTER: +7 strength bonus
SUGGESTED NEW XP: 1400 + 12/hp

MONSTER: Giant, Hill
CURRENT XP: 1400 + 12/hp
CHANGES IN MONSTER: +7 and 3 blows every 2 rounds
SUGGESTED NEW XP: 2000 + 12/hp

MONSTER: Giant, Hill
CURRENT XP: 1400 + 12/hp
CHANGES IN MONSTER: +7 and 2 blows every 2 rounds
SUGGESTED NEW XP: 2800 + 12/hp

MONSTER: Giant, Stone
CURRENT XP: 1800 + 14/hp
CHANGES IN MONSTER: +8 strength bonus
SUGGESTED NEW XP: 1800 + 14/hp

MONSTER: Giant, Stone
CURRENT XP: 1800 + 14/hp
CHANGES IN MONSTER: +8 and 3/2 blows
SUGGESTED NEW XP: 2700 + 14/hp

MONSTER: Giant, Stone
CURRENT XP: 1800 + 14/hp
CHANGES IN MONSTER: +8 strength and 2/round
SUGGESTED NEW XP: 3600 + 14/hp

MONSTER: Giant, Frost
CURRENT XP: 2250 + 14/hp
CHANGES IN MONSTER: +9 strength bonus
SUGGESTED NEW XP: 2400 + 14/hp

MONSTER: Giant, Frost
CURRENT XP: 2250 + 14/hp
CHANGES IN MONSTER: +9 and 3/2 blows
SUGGESTED NEW XP: 3200 + 14/hp

MONSTER: Giant, Fire
CURRENT XP: 2700 + 16/hp
CHANGES IN MONSTER: +10 strength bonus
SUGGESTED NEW XP: 3000 + 16/hp

MONSTER: Giant, Fire
CURRENT XP: 2700 + 16/hp
CHANGES IN MONSTER: +10 and 3/2 blows 
SUGGESTED NEW XP: 4200 + 16/hp

MONSTER: Giant, Cloud
CURRENT XP: 4250 + 16/hp
CHANGES IN MONSTER: +11 strength bonus
SUGGESTED NEW XP: 4600 + 16/hp

MONSTER: Giant, Cloud
CURRENT XP: 4250 + 16/hp
CHANGES IN MONSTER: +11 and 3/2 blows
SUGGESTED NEW XP: 6600 + 16/hp

MONSTER: Giant, Storm
CURRENT XP: 5850 + 20/hp
CHANGES IN MONSTER: +12 strength bonus
SUGGESTED NEW XP: 6200 + 20/hp

MONSTER: Giant, Storm
CURRENT XP: 5850 + 20/hp
CHANGES IN MONSTER: +12 and 3/2 blows
SUGGESTED NEW XP: 8900 + 20/hp

(Note: It is not recommended to give the four strongest giants two blows per round at any time. Any Giant may still only hurl one rock
per round, if that is the chosen form of attack. Multiple blows per round would usually only be awarded to leaders or exceptional types.)
MONSTER: Gnoll, normal
CURRENT XP: 28 + 2/hp
CHANGES IN MONSTER: Those +1 to hit or damage only 
SUGGESTED NEW XP: +1 to hit: 45 + 2/hp
    Both +1: 65 + 2/hp

MONSTER: Gnoll, leader
CURRENT XP: 28 + 2/hp 
CHANGES IN MONSTER: +1 to hit some 
SUGGESTED NEW XP: +1 to hit & damage: 65 + 2/hp

MONSTER: Gnoll, leader
CURRENT XP: 28 + 2/hp
CHANGES IN MONSTER: +2 damage, weapons 
SUGGESTED NEW XP: +1/+2: 85 + 2/hp
    Large weapon: add 35

MONSTER: Gnoll, chief
CURRENT XP: 28 + 2/hp
CHANGES IN MONSTER: some up to +3 damage 
SUGGESTED NEW XP: +1/+3: 110 + 2/hp
    +1/+2: 85 + 2/hp

Note: Any time a monster employs a magic item or device, be sure to award extra experience because the opponent is tougher to beat.
MONSTER: Goblin, normal
CURRENT XP: 10 + 1/hp
CHANGES IN MONSTER: Those +1 to damage 
SUGGESTED NEW XP: 0 / +1 only: 15 + 1/hp

MONSTER: Goblin, leader
CURRENT XP: - 
CHANGES IN MONSTER: +1 to hit possible 
SUGGESTED NEW XP: +1/+1: 20 + 2/hp

MONSTER: Goblin, sub-chief
CURRENT XP: -
CHANGES IN MONSTER: -  
SUGGESTED NEW XP: +1 / +1: 24 +2/hp

MONSTER: Goblin, chief
CURRENT XP: -
CHANGES IN MONSTER: Some +2 to damage 
SUGGESTED NEW XP: +1/+2: 35 + 2/hp

MONSTER: Hobgoblin, normal
CURRENT XP: 20 + 2/hp
CHANGES IN MONSTER: All +1 to damage 
SUGGESTED NEW XP: 25 + 2/hp

MONSTER: Hobgoblin, normal
CURRENT XP: 20 + 2/hp
CHANGES IN MONSTER: Those +1 to hit also 
SUGGESTED NEW XP: 35 + 2/hp

MONSTER: Hobgoblin, subchief
CURRENT XP: -
CHANGES IN MONSTER: Some +2 or +3 to damage 
SUGGESTED NEW XP: +1/+2: 45 + 2/hp
    +1/+3: 65 + 2/hp

MONSTER: Hobgoblin, chief
CURRENT XP: -
CHANGES IN MONSTER: +2 to hit, +3 damage  
SUGGESTED NEW XP: 85 + 2/hp

MONSTER: Hobgoblin, chief
CURRENT XP: -
CHANGES IN MONSTER: +2 hit, +4 damage  
SUGGESTED NEW XP: 105 + 2/hp

MONSTER: Hobgoblin, chief
CURRENT XP: -
CHANGES IN MONSTER: +2 hit, +5 damage  
SUGGESTED NEW XP: 130 + 2/hp

MONSTER: Hobgoblin, chief
CURRENT XP: -
CHANGES IN MONSTER: +3 hit, +6 damage
SUGGESTED NEW XP: 175 + 3/hp
    Large weapon bonus: 35

<note: the Large weapon bonus should probably apply to more than just the last entry>
<this should apply to some other monsters, above, as well> 

MONSTER: Kobold, normal
CURRENT XP: 5 + 1/hp
CHANGES IN MONSTER: Some few +1 damage  
SUGGESTED NEW XP: 0 / +1: 10 +1/hp

MONSTER: Kobold, leaders
CURRENT XP: -
CHANGES IN MONSTER: Some +1 / +1  
SUGGESTED NEW XP: 25 + 2/hp

MONSTER: Lizard Man
CURRENT XP: 35 + 3/hp
CHANGES IN MONSTER 0 hit, +1 damage  
SUGGESTED NEW XP: 40 + 3/hp

MONSTER: Lizard Man
CURRENT XP: -
CHANGES IN MONSTER: +1 hit, +1 damage  
SUGGESTED NEW XP: 50 + 3/hp

MONSTER: Lizard Man
CURRENT XP: - 
CHANGES IN MONSTER: +1 hit, +2 damage  
SUGGESTED NEW XP: 65 + 3/hp

MONSTER: Lizard Man
CURRENT XP: -
CHANGES IN MONSTER: +1 hit, +3 damage  
SUGGESTED NEW XP: 85 + 3/hp

MONSTER: Lizard Man
CURRENT XP: -
CHANGES IN MONSTER: +2 hit, +3 damage  
SUGGESTED NEW XP: 110 + 3/hp

MONSTER: Lizard Man
CURRENT XP: -
CHANGES IN MONSTER: +2 hit, +4 damage  
SUGGESTED NEW XP: 140 + 3/hp

MONSTER: Lizard Man
CURRENT XP: - 
CHANGES IN MONSTER: +2 hit, +5 damage  
SUGGESTED NEW XP: 170 + 3/hp

MONSTER: Lizard Man
CURRENT XP: -
CHANGES IN MONSTER: +3 hit, +6 damage  
SUGGESTED NEW XP: 225 + 3/hp 

MONSTER: Lizard Man, Leader
CURRENT XP: -
CHANGES IN MONSTER: Those employing 2-handed sword  
SUGGESTED NEW XP: Bonus: 75 points

MONSTER: Minotaur
CURRENT XP: 400 + 8/hp
CHANGES IN MONSTER: +1 to hit and +2 to damage, all types  
SUGGESTED NEW XP: 525 + 9/hp

MONSTER: Ogre, normal
CURRENT XP: 90 + 5/hp
CHANGES IN MONSTER: +1 hit, +1 damage  
SUGGESTED NEW XP: 100 + 5/hp

MONSTER: Ogre, normal
CURRENT XP: -
CHANGES IN MONSTER: +1 hit, +2 damage  
SUGGESTED NEW XP: 140 + 5/hp

MONSTER: Ogre, normal
CURRENT XP: -
CHANGES IN MONSTER: +1 hit, +3 damage  
SUGGESTED NEW XP: 185 + 5/hp

MONSTER: Ogre, normal
CURRENT XP: -
CHANGES IN MONSTER: +2 hit, +3 damage  
SUGGESTED NEW XP: 230 + 6/hp

MONSTER: Ogre, normal
CURRENT XP: - 
CHANGES IN MONSTER: +2 hit, +4 damage
SUGGESTED NEW XP: 290 + 6/hp

MONSTER: Ogre, normal
CURRENT XP: -
CHANGES IN MONSTER: +2 hit, +5 damage  
SUGGESTED NEW XP: 350 + 6/hp

MONSTER: Ogre, Leader
CURRENT XP: -
CHANGES IN MONSTER: +3 hit, +6 damage  
SUGGESTED NEW XP: 425 + 7/hp

MONSTER: Ogre, Chief
CURRENT XP: -
CHANGES IN MONSTER: +3 hit, +7 damage  
SUGGESTED NEW XP: 510 + 8/hp

MONSTER: Ogre Mage
CURRENT XP: 900 + 6/hp
CHANGES IN MONSTER: +1 hit, +1 to +3 damage  
SUGGESTED NEW XP: 900 + 6/hp

MONSTER: Ogre Mage
CURRENT XP: - 
CHANGES IN MONSTER: +2 hit, +3 damage 
SUGGESTED NEW XP: 900 + 6/hp

MONSTER: Ogre Mage
CURRENT XP: -
CHANGES IN MONSTER: +2 hit, +4 damage  
SUGGESTED NEW XP: 1000 + 6/hp

MONSTER: Ogre Mage
CURRENT XP: -
CHANGES IN MONSTER: +2 hit, +5 damage  
SUGGESTED NEW XP: 1075 + 6/hp

MONSTER: Ogre Mage, exceptional
CURRENT XP: -
CHANGES IN MONSTER: +3 hit, +6 damage  
SUGGESTED NEW XP: 1150 + 7/hp

MONSTER: Ogre Mage, exceptional
CURRENT XP: -
CHANGES IN MONSTER: +3 hit, +7 damage 
SUGGESTED NEW XP: 1225 + 7/hp

MONSTER: Ogre Mage, exceptional
CURRENT XP: -
CHANGES IN MONSTER: +3 hit, +8 damage 
SUGGESTED NEW XP: 1300 + 7/hp

MONSTER: Ogre Mage, chief
CURRENT XP: -
CHANGES IN MONSTER: +4 hit, +9 damage 
SUGGESTED NEW XP:1450 + 8/hp

MONSTER: Orc, normal
CURRENT XP: 10 + 1/hp
CHANGES IN MONSTER: 0 hit, +1 damage 
SUGGESTED NEW XP: 15 + 1/hp

MONSTER: Orc, normal
CURRENT XP: -
CHANGES IN MONSTER: 1 hit, +1 damage 
SUGGESTED NEW XP: 20 + 1/hp

MONSTER: Orc, leader
CURRENT XP: 20 + 2/hp
CHANGES IN MONSTER: 0 hti, +1 damage 
SUGGESTED NEW XP: 25 + 2/hp

MONSTER: Orc, leader
CURRENT XP: -
CHANGES IN MONSTER: +1 to hit, +1 damage 
SUGGESTED NEW XP: 30 + 2/hp

MONSTER: Orc, chief
CURRENT XP: 20 + 2/hp
CHANGES IN MONSTER: +1 hit, +2 damage 
SUGGESTED NEW XP: 35 + 2/hp

MONSTER: Giant Scorpion
CURRENT XP: 650 + 6/hp 
CHANGES IN MONSTER: Held victim more likely to be hit; -2 to hit back 
SUGGESTED NEW XP: 750 + 6/hp

MONSTER: Titan
CURRENT XP: 7000 + 25/hp
CHANGES IN MONSTER: 0 to hit, +12 to damage
SUGGESTED NEW XP: 7500 + 25/hp

MONSTER: Titan
CURRENT XP: 9000 + 30/hp
CHANGES IN MONSTER: 0 to hit, +12 to damage
SUGGESTED NEW XP: 9600 + 30/hp

MONSTER: Titan
CURRENT XP: 11,000 + 35/hp
CHANGES IN MONSTER: 0 to hit, +12 to damage
SUGGESTED NEW XP: 11,700 + 35/hp

Note: Obviously, Titans cannot be given any plus to hit since that would make them certain to hit even armor class — 1.:

MONSTER: Treant
CURRENT XP: 1200 + 10/hp
CHANGES IN MONSTER: Rend for 2-16; held victim -3 to hit back
SUGGESTED NEW XP: 1400 + 10/hp

MONSTER: Treant
CURRENT XP: 1950 + 14/hp
CHANGES IN MONSTER: Rend for 3-18; held victim -4 to hit back
SUGGESTED NEW XP 2200 + 14/hp

MONSTER: Treant
CURRENT XP: 2850 + 16/hp
CHANGES IN MONSTER: Rend for 4-24; held victim -5 to hit back
SUGGESTED NEW XP: 3200 + 16/hp

MONSTER: Troglodyte, normal
CURRENT XP: 36 + 2/hp
CHANGES IN MONSTER: +0 hit, +1 damage 
SUGGESTED NEW XP: 40 + 2/hp

MONSTER: Troglodyte, normal
CURRENT XP: -
CHANGES IN MONSTER: +1 hit, +1 damage 
SUGGESTED NEW XP: 45 + 2/hp

MONSTER: Troglodyte, leader
CURRENT XP: 65 + 3/hp 
CHANGES IN MONSTER: 0 hit, +1 damage 
SUGGESTED NEW XP: 70 + 3/hp

MONSTER: Troglodyte, leader
CURRENT XP: -
CHANGES IN MONSTER: +1 hit, +1 damage 
SUGGESTED NEW XP: 80 + 3/hp

MONSTER: Troglodyte, sub chief
CURRENT XP: 110 + 4/hp
CHANGES IN MONSTER: +1 hit, +1 damage 
SUGGESTED NEW XP: 110 + 4/hp

MONSTER: Troglodyte, sub chief
CURRENT XP: -
CHANGES IN MONSTER: +1 hit, +2 damage 
SUGGESTED NEW XP: 140 + 4/hp

MONSTER: Troglodyte, chief
CURRENT XP: 300 + 6/hp
CHANGES IN MONSTER: +1 hit, +1 damage 
SUGGESTED NEW XP: 300 + 6/hp

MONSTER: Troglodyte, chief
CURRENT XP: -
CHANGES IN MONSTER: +1 hit, +2 damage 
SUGGESTED NEW XP: 345 + 6/hp

MONSTER: Troglodyte, chief
CURRENT XP: -
CHANGES IN MONSTER: +1 hit, +3 damage
SUGGESTED NEW XP: 400 + 6/hp

MONSTER: Troglodyte, chief
CURRENT XP: -
CHANGES IN MONSTER: +2 hit, +3 damage 
SUGGESTED NEW XP: 465 + 6/hp

MONSTER: Troll
CURRENT XP: 525 + 8/hp
CHANGES IN MONSTER: Hold victim; underrated in general 
SUGGESTED NEW XP: 925 + 10/hp

MONSTER: Umber Hulk
CURRENT XP: 1300 + 12/hp
CHANGES IN MONSTER:+4 to damage per claw 
SUGGESTED NEW XP: 1300 + 12/hp

MONSTER: Umber Hulk
CURRENT XP: -
CHANGES IN MONSTER: +5 damage per claw 
SUGGESTED NEW XP: 1400 + 12/hp

MONSTER: Vampire
CURRENT XP: 3800 + 12/hp
CHANGES IN MONSTER: Using a weapon; probably more intelligent in general
SUGGESTED NEW XP: 4100 + 12/hp

Note: It might seem stupid for a Vampire to use a weapon when it can drain 2 levels per hit in melee; yet there are circumstances, especially
versus only one or two opponents, where the larger damage range of a weapon might be desired.

MONSTER: Yeti
CURRENT XP: 435 + 5/hp
CHANGES IN MONSTER: Hold opponents 
SUGGESTED NEW XP: 485 + 5/hp

Breaking a monster's grasp

The ability to grasp (hold) an opponent has been given. How can
this grasp be broken? One method is to take a full round to use the
victim’s own physical strength to break the grip. If the victim is
stronger, the break is automatic. E.g., if the monster holds with a
Strength of 1844, then any victim of at least 1845 Strength can break
free. Those of lesser Strength can also be given a chance. If the victim
had a Strength of 17 it would be necessary, for this purpose only, to
see what his/her percentile strength was. Roll percentile dice and add
to 17 just as you would add to 18, for a result of 1701 to 1700. A
victim who diced 1701 to 1744 would have no chance to escape
against a monster of 1844 Strength. Those of 1745 to 1700 would
have a chance equal to the difference in Strengths. Let’s say a 1778
were rolled. 1778–1744 = 34 so the victim has a 34% chance to break
the grip by physical strength alone. (See Aerial Servant in the Monster
Manual for like information.)


In addition, a victim might try to strike the monster with a weapon.
For every point of damage inflicted on the monster — and note that
holding very often gives the victim a minus to strike back (See
Demon, Vrock, for example) — give the victim a 7% chance to break
free. Naturally, killing the monster solves the problem of breaking free
altogether. Held opponents are at an initiative disadvantage: Subtract
two from all initiative dice of held opponents! Most spells are virtually
impossible to cast, since material components cannot be attained
and/or somatic movements are prevented. If “holding” seems wrong
to you, just page through the Monster Manual and you will see numerous drawings of a monster holding someone.


Finally, some small statement should be made about encumbrance
and strength. It is fine to put on a Girdle of Giant Strength, but do you
believe that a Halfling with such an item can really hold an extra 1200
pounds (Storm Giant strength) without problem? Bulk of the encumbrance as well as stature of the strong figure also comes into play.
A Giant can carry such weights due to size as well as due to strength.
Thus, I’d limit maximum extra encumbrance to 10 pounds per inch of
actual character height.