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
XP value is increased too. A chart showing
new XP values for giving monsters the chance to use their strength
is also given herein.
Strengths
like 17.26 or 19.25 are listed. This is done to give a
strength range when rolling. Thus a monster
with 18.26-19.25 would
reflect a beast that has that strength
range. Roll percentile dice adding
to 18(25). Those of 19.01-19.25 would be
considered to have a
physical strength of 19. Those of 18.26
to 18.00 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 17.26 to 17.00
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 18.00 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 2d4 and add 10 to the result for their physical strength.
1d4 + 14 would mean roll 1d4 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 18.00.)
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 HD, 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
18.25 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
18.00. 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
18.91 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
Ents 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 an Ent might be rended or thrown;
either will result in damage of 2-16, 3-18
or 4-24, depending on the
size of the Ent. The victim is -3/-4/-5
to hit back, depending upon
the size of the Ent. A held
victim is only damaged by rending or
throwing. Holding
with only 1 hand will make the victim only -1 to
hit back but the Ent 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 XP 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 HD 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 3
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 3
attacks is 60% of 6.5 + 6.5 + 7, or 60%
of 20, which equals 12.
The Hill Giant has hit dice of 8 + 1-2.
The average Hill Giant will
therefore have 8 x 4.5 + 1.5, or 37.5 HP.
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
3 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 3 rounds of taking full
damage, but after that
would only lose 2.85 HP per round, meaning
that the Troll can
survive for (15.45 divided by 2.85), or
5.42 rounds beyond the first
3.
Given 3 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 AC 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 AC of 2, which
represents a 55%
chance to hit. Thus, the Hill Giant’s average
damage per attack is
4.95.
The Umber Hulk, with 8 + 8 HD has an average
of 44 HP,
and needs an 8 to hit the Giant’s AC (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 37.5 divided by the Hulk's average
damage
of 13.7 gives the Giant 2.73 rounds to
live. The Hulk's 44 HP
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 XP 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 HP 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 3 blows
every 2 rounds or 2 blows per round would
turn the melee
around. Getting 3 blows every 2 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 HPs would
disappear in 2.42
rounds — and the Hill Giant is finally
favored.
If the Giant as described above got 3 blows
every 2 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 2 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 DMG
— in fact, it is worth
more than that. For this instance and many
others, new XP values should be given to monsters whose abilities are changed.
The chart which follows gives suggested
XP
value changes for certain monsters, and
lists the changes in the monsters’ abilities (taken from the 1st part of
this article) which make the
XP change necessary. All increases in XP
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 1 of those monsters. This would
also hold true if the + 1
comes from a magick 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
round
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
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 STR to break the
grip. If the victim is
stronger, the break is automatic. E.g.,
if the monster holds with a
Strength of 18.44, then any victim of at
least 18.45 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 d100 and add
to 17 just as you would add to 18, for
a result of 17.01 to 17.00. A
victim who diced 17.01 to 17.44 would have
no chance to escape
against a monster of 18.44 Strength. Those
of 17.45 to 17.00 would
have a chance equal to the difference in
Strengths. Let’s say a 17.78
were rolled. 17.78–17.44 = 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
2 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 Hobbit
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.