Table of Contents
Game Statistics
Monsters are described by the following statistics.
Armour Class (AC)
The monster’s ability to avoid damage in combat.
Dual format: AC is notated with the descending AC value listed first, followed by the equivalent ascending AC value in square brackets. See Descending / Ascending AC.
Hit Dice (HD)
The number of d8s rolled to determine an individual’s hit points.
Asterisks: One or more asterisks after the HD number indicate the number of special abilities the monster has, for the purpose of XP calculation (see Awarding XP).
Hit point modifiers: Modifiers to the HD (e.g. +3, –1) are applied to the hp total after rolling the specified number of d8s. Monsters with a hit point modifier are treated specially by some spells.
Fractional Hit Dice: Some monsters are listed as having less than one HD, either as ½ (roll 1d4) or as a fixed number of hp.
Average hit points: The average hit point value is listed in parentheses.
Attacks Usable Per Round (Att)
The attacks that the monster can use each round, with the inflicted damage in parentheses. For example, “2 × claw (1d8) + bite (2d6)” means the monster can make three attacks each round—two claws for 1d8 damage each and one bite for 2d6 damage.
Alternative attack routines: Are noted with “or” or square brackets.
Modifiers: Note that monsters’ attack and damage rolls are not modified by STR or DEX, unless specified.
Saving Throw Values (SV)
The monster’s saving throw values:
- D: Death/poison.
- W: Wands.
- P: Paralysis/petrification.
- B: Breath attacks.
- S: Spells/rods/staves.
Save as HD: The number in parentheses indicates how the monster’s save values were derived. Monsters normally use the Monster Saving Throws table row for their HD (see the back of this book), but this sometimes differs:
- Unintelligent monsters: Typically save at half their HD rating.
- Magical monsters: May save at a higher HD rating.
- Character classes: Some monsters save as a character class. In this case, the class and level are listed.
Attack Roll “to Hit AC 0” (THAC0)
The monster’s ability to hit foes in combat, determined by its Hit Dice.
Dual format: Attack values are notated with the THAC0 score for descending AC listed first, indicating which row of the attack matrix (see Combat Tables) to use when attacking. The equivalent ascending AC attack bonus is then listed in square brackets. See Descending / Ascending AC.
Movement Rate (MV)
The speed at which the monster can move. Every monster has a base movement rate and an encounter movement rate (noted in parentheses, one third of the base movement rate).
Modes of movement: If the monster has multiple modes of movement (e.g. walking, flying, climbing), they are listed individually, separated by slashes.
Morale Rating (ML)
The monster’s likelihood to persist in battle. See Morale.
Alignment (AL)
The monster’s affiliation to Law, Neutrality, or Chaos. If “any” is listed, the referee may roll randomly or choose the creature’s alignment.
XP Award (XP)
Pre-calculated XP award for defeating the monster.
Number Appearing (NA)
Listed as two values, the second in parentheses. The use of these values depends on the situation in which monsters are encountered.
Wandering monsters in a dungeon: The first value determines the number of monsters encountered roaming in a dungeon.
Monster lair in a dungeon: The second value lists the number of monsters found in a lair in a dungeon.
Wandering monsters in the wilderness: The second value indicates the number of monsters encountered roaming in the wilderness.
Monster lair in the wilderness: The second value multiplied by 5 indicates the number of monsters found in a lair in the wilderness.
Dungeon level adjustments: If a monster is encountered on a level greater than its HD, the number appearing may be increased; if encountered on a level less than its HD, the number appearing should be reduced.
Zeros: If the first value is a zero, monsters of this type are not usually encountered in dungeons. If the second value is a zero, monsters of this type are not usually encountered in the wilderness and do not usually have lairs.
Treasure Type (TT)
The letter used to determine the amount and type of treasure possessed by the monster(s) (see Treasure Types). The letters listed are used as follows:
- A to O: Indicate a hoard: the sum wealth of a large monster or a community of smaller monsters, usually hidden in the lair. For monsters with a lair encounter size (see Number Appearing) of greater than 1d4, the amount of treasure in the hoard may be reduced, if the number of monsters is below average.
- P to V: If listed for an intelligent monster, indicate treasure carried by individuals (P to T) or a group (U, V). If listed for an unintelligent monster, indicate treasure from the bodies of its victims.
