Post by Xxsuperheroxx on Feb 27, 2023 3:28:03 GMT -6
Explanatory Notes
The term "monster" is used throughout this work in two manners. Its first and most important, meaning is to designate any creature encountered - hostile or otherwise, human, humanoid, or beast. Until the encountering party determines what they have come upon, it is a monster. The secondary usage of the term is in the usual sense: a horrible or wicked creature of some sort. Thus, a "monster" is encountered during the course of a dungeon expedition, and it is discovered to be an evil high priest, who just might turn out to be a monster in the other sense as well. Note, however, that despite this terminology, humans (and such kin as dwarves, elves, gnomes, half-elves, and halflings) always use the matrix for humans when attacked, even if such humans were encountered as 'monsters' in the course of an adventure.
FREQUENCY refers to the likelihood of a particular creature being encountered in a region or area where it might be an inhabitant. Very rare indicates a 4% chance of occurrence, rare indicates an 11% chance,uncommon indicates a 20% chance, and common indicates a 65% chance. These probabilities are considered in the encounter matrices found in ADVANCED DUNGEONS & DRAGONS, DUNGEONS MASTER'S GUIDE.
NUMBER APPEARING indicates a good average spread. This number is furnished as a guideline only, and it should be altered to suit the circumstances particular to any adventure as the need arises. It is not generally recommended for use in establishing the population of dungeon levels.
ARMOR CLASS describes the general type of protection worn by humanoid creatures, protection inherent to the creature due to its physical structure or magical nature, or the degree of difficulty of hitting a creature due to its speed, reflexes, etc.
MOVE shows the relative speed of a constant basis. Higher speeds may be possible for short periods, but as this is generally applicable to all sorts of creatures, a constant is shown. It can be scaled to whatever time period is desired by adjusting ground scale accordingly. The numbers might be double, and this indicates that the creature can travel in two mediums of models:
HIT DICE indicates the parameters of the number of hit points a creature can withstand before being killed. Unless stated otherwise, hit dice are 8-sided (1-8 hit points). The indicated number of dice are rolled, and the numbers shown on each are added together to arrive at a total number of hit points, Some creatures have hit points which are less than a full 8-sided die, and this is shown by stating their hit dice as a point spread. Some creatures have additional points added by a number shown after the number of hit dice they have, i.e. HIT DICE: 4 + 4 (which equals 4- 32 hit points +4 hit points, or 8-36 hit points).
% IN LAIR Indicates the chances of encountering the monster in question where it domiciles and stores its treasure (if any). If a monster encountered is not in its lair it will not have any treasure unless it carries "individual" treasure or some form of magic. Whether or not an encounter is occurring in the monster's lair might be totally unknown to the person or persons involved until after the outcome of the encounter is resolved.
TREASURE TYPE refers to the table which shows the parameters for various types of valuables which the monster in question might possess. If individual treasure is indicated, each individual monster of that type will carry, or possibly carry, the treasure shown. Otherwise, treasures are only found in the lairs of monsters, as explained above. Note also that although an encounter occurs in a monster's lair, and the monster possesses some treasure type, this does not automatically mean that the adventurers will gain treasure by defeating the monster. Most treasure types show probabilities for various kinds of wealth to occur in the treasure of the monster. If subsequent dice rolls indicate that that form of treasure is not in the monster's trove, then it is not there, and it is quite possible to come up with no wealth (including magical items) of any sort in a monster's lair despite the fact that a treasure type is indicated. Finally, it must be stated that treasure types are based upon the occurrence of a mean number of monsters as indicated by the number appearing and adjustments detailed in the explanatory material particular to the monster in question. adjustment downwards should always be made for instances where a few monsters are encountered. Similarly, a minor adjustment upwards might be called for if the actual number of monsters encountered is greatly in excess of the mean. the use of treasure type to determine the treasure guarded by a creature in a dungeon is not generally recommended. Larger treasures od a given type are denoted by a multiplier in parentheses (X 10, etc.) - not to be confused with treasure type X.
NUMBER OF ATTACKS shows the number of basic attacks the monster is able to make during a given melee round. This number can be modified by hits which sever members, spells such as haste or slow, and so forth. It does not usually consider unusual or special attack forms. Multiple attacks usually indicate the use of several members such as multiple heads or two paws raking with claws and a bite from the monster's jaws.
DAMAGE PER ATTACK simply indicates the amount of damage a given attack will cause when it hits expressed as a spread of hit points. If the monster employs weapons the damage cannot, of course, be shown, for it depends on the type of weapon employed by a particular monster.
SPECIAL ATTACKS detail such attacks modes as dragon breath, magic use, etc. the full explanation of the mode is detailed in the material describing the monster.
SPECIAL DEFENSES are simply what the term implies and are detailed in the same manner as are special attacks.
MAGIC RESISTANCE indicates the percentage chance of any spell absolutely failing in the monster's presence. it is based on the spell being cast by a magic-user of 11th level, and it must be adjusted upward by 5% for each level below 11th or downwards for each level above 11th of the magic-user casting the spell, thus a magic resistance of 95% means that a 10th level magic-user has no possibility of attacking the monster with a spell, while a 12th level magic-user has a 10% chance. Even if a spell does take effect on a magic-resistant creature, the creature is entitled to a normal saving throws. Note also that the magic resistance of a creature has an effect on certain existing spells such as hold portal, where it indicates the probability of the magic resistance shattering the existing spell.
INTELLIGENCE indicates the basic equivalent of human "IQ." Certain monsters are instinctively, or otherwise, cunning, and such is accordingly noted in the body of the descriptive material. The ratings correspond roughly to the following character intelligence scores:
ALIGNMENT shows the characteristic bent of a monster to law or chaos, good or evil or neutral behavior possibly modified by good or evil intent. It is important with regards to the general behavior of the monsters when encountered.
SIZE is abbreviated as: "S," smaller than a typical human; "M," approximately man-sized (5' to 7' tall and of approximate build); and "L," larger than man-sized in one way or another and generally having greater mass.
PSIONIC ABILITY, and Attack/Defense Mode, indicate the general capabilities, if any, of a monster in these areas.
Where necessary, a sketch of each monster is shown. Details of information pertaining to a given monster are included immediately after the headings explained above.
The term "monster" is used throughout this work in two manners. Its first and most important, meaning is to designate any creature encountered - hostile or otherwise, human, humanoid, or beast. Until the encountering party determines what they have come upon, it is a monster. The secondary usage of the term is in the usual sense: a horrible or wicked creature of some sort. Thus, a "monster" is encountered during the course of a dungeon expedition, and it is discovered to be an evil high priest, who just might turn out to be a monster in the other sense as well. Note, however, that despite this terminology, humans (and such kin as dwarves, elves, gnomes, half-elves, and halflings) always use the matrix for humans when attacked, even if such humans were encountered as 'monsters' in the course of an adventure.
FREQUENCY refers to the likelihood of a particular creature being encountered in a region or area where it might be an inhabitant. Very rare indicates a 4% chance of occurrence, rare indicates an 11% chance,uncommon indicates a 20% chance, and common indicates a 65% chance. These probabilities are considered in the encounter matrices found in ADVANCED DUNGEONS & DRAGONS, DUNGEONS MASTER'S GUIDE.
NUMBER APPEARING indicates a good average spread. This number is furnished as a guideline only, and it should be altered to suit the circumstances particular to any adventure as the need arises. It is not generally recommended for use in establishing the population of dungeon levels.
ARMOR CLASS describes the general type of protection worn by humanoid creatures, protection inherent to the creature due to its physical structure or magical nature, or the degree of difficulty of hitting a creature due to its speed, reflexes, etc.
MOVE shows the relative speed of a constant basis. Higher speeds may be possible for short periods, but as this is generally applicable to all sorts of creatures, a constant is shown. It can be scaled to whatever time period is desired by adjusting ground scale accordingly. The numbers might be double, and this indicates that the creature can travel in two mediums of models:
/# | = fling speed |
//# | = swimming speed |
(#") | = burrowing speed |
*#" | = speed in web |
HIT DICE indicates the parameters of the number of hit points a creature can withstand before being killed. Unless stated otherwise, hit dice are 8-sided (1-8 hit points). The indicated number of dice are rolled, and the numbers shown on each are added together to arrive at a total number of hit points, Some creatures have hit points which are less than a full 8-sided die, and this is shown by stating their hit dice as a point spread. Some creatures have additional points added by a number shown after the number of hit dice they have, i.e. HIT DICE: 4 + 4 (which equals 4- 32 hit points +4 hit points, or 8-36 hit points).
% IN LAIR Indicates the chances of encountering the monster in question where it domiciles and stores its treasure (if any). If a monster encountered is not in its lair it will not have any treasure unless it carries "individual" treasure or some form of magic. Whether or not an encounter is occurring in the monster's lair might be totally unknown to the person or persons involved until after the outcome of the encounter is resolved.
TREASURE TYPE refers to the table which shows the parameters for various types of valuables which the monster in question might possess. If individual treasure is indicated, each individual monster of that type will carry, or possibly carry, the treasure shown. Otherwise, treasures are only found in the lairs of monsters, as explained above. Note also that although an encounter occurs in a monster's lair, and the monster possesses some treasure type, this does not automatically mean that the adventurers will gain treasure by defeating the monster. Most treasure types show probabilities for various kinds of wealth to occur in the treasure of the monster. If subsequent dice rolls indicate that that form of treasure is not in the monster's trove, then it is not there, and it is quite possible to come up with no wealth (including magical items) of any sort in a monster's lair despite the fact that a treasure type is indicated. Finally, it must be stated that treasure types are based upon the occurrence of a mean number of monsters as indicated by the number appearing and adjustments detailed in the explanatory material particular to the monster in question. adjustment downwards should always be made for instances where a few monsters are encountered. Similarly, a minor adjustment upwards might be called for if the actual number of monsters encountered is greatly in excess of the mean. the use of treasure type to determine the treasure guarded by a creature in a dungeon is not generally recommended. Larger treasures od a given type are denoted by a multiplier in parentheses (X 10, etc.) - not to be confused with treasure type X.
NUMBER OF ATTACKS shows the number of basic attacks the monster is able to make during a given melee round. This number can be modified by hits which sever members, spells such as haste or slow, and so forth. It does not usually consider unusual or special attack forms. Multiple attacks usually indicate the use of several members such as multiple heads or two paws raking with claws and a bite from the monster's jaws.
DAMAGE PER ATTACK simply indicates the amount of damage a given attack will cause when it hits expressed as a spread of hit points. If the monster employs weapons the damage cannot, of course, be shown, for it depends on the type of weapon employed by a particular monster.
SPECIAL ATTACKS detail such attacks modes as dragon breath, magic use, etc. the full explanation of the mode is detailed in the material describing the monster.
SPECIAL DEFENSES are simply what the term implies and are detailed in the same manner as are special attacks.
MAGIC RESISTANCE indicates the percentage chance of any spell absolutely failing in the monster's presence. it is based on the spell being cast by a magic-user of 11th level, and it must be adjusted upward by 5% for each level below 11th or downwards for each level above 11th of the magic-user casting the spell, thus a magic resistance of 95% means that a 10th level magic-user has no possibility of attacking the monster with a spell, while a 12th level magic-user has a 10% chance. Even if a spell does take effect on a magic-resistant creature, the creature is entitled to a normal saving throws. Note also that the magic resistance of a creature has an effect on certain existing spells such as hold portal, where it indicates the probability of the magic resistance shattering the existing spell.
INTELLIGENCE indicates the basic equivalent of human "IQ." Certain monsters are instinctively, or otherwise, cunning, and such is accordingly noted in the body of the descriptive material. The ratings correspond roughly to the following character intelligence scores:
0 | non-intelligent or not ratable |
1 | Animal intelligence |
2-4 | Semi-intelligent |
5-7 | Low intelligence |
8-10 | Average (human) intelligence |
11-12 | Very intelligent |
13-14 | Highly intelligent |
15-16 | Exceptionally intelligent |
17-18 | Genius |
19-20 | Supra-genius |
21+ | Godlike intelligence |
ALIGNMENT shows the characteristic bent of a monster to law or chaos, good or evil or neutral behavior possibly modified by good or evil intent. It is important with regards to the general behavior of the monsters when encountered.
SIZE is abbreviated as: "S," smaller than a typical human; "M," approximately man-sized (5' to 7' tall and of approximate build); and "L," larger than man-sized in one way or another and generally having greater mass.
PSIONIC ABILITY, and Attack/Defense Mode, indicate the general capabilities, if any, of a monster in these areas.
Where necessary, a sketch of each monster is shown. Details of information pertaining to a given monster are included immediately after the headings explained above.