TSR 2158 - Monstrous Compendium Annual - Volume 2.pdf

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MONSTROUS COMPENDIUM" Annual
Volume Two
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0
1
24
5-7
8-10
11-12
13-14
15-16
17-18
19-20
21+
Non-intelligent or not ratable
Animal intelligence
Semi-intelligent
Low intelligence
Average (human) intelligence
Very intelligent
Highly intelligent
Exceptionally intelligent
Genius
Supra-genius
Godlike intelligence
Guide (DMG). The entry indicates the type
of treasure likely to be found on or with an individual mon-
ster. Treasure should be adjusted downward if only a few
monsters are encountered. This figure may be further
increased or decreased at the DM's discretion. These tables
should not be used to place dungeon treasure, as numbers
encountered underground will be much smaller. Intelligent
monsters will usually use magical items that are present, and
try to carry off their most valuable treasures if hard-pressed.
Major treasures are normally found in the monster's lair
and designated in parentheses. As a rule, these should not be
determined randomly, but ought to be designed and placed by
the DM. If he or she decides to assign such treasure randomly,
it's best to roll for each type possible; if all rolls fail, no treasure
of any type is found.
Unusually large or small treasures are noted by a parenthet-
ical multiplier (x10, x%, etc.). These should not be confused
with treasure type X.
ORGANIZATION is
ture that the monst
ALIGNMENT indicates the general behavior of an average
monster of that type. Exceptions, though uncommon, may cer-
tainly be encountered.
NO. APPEARING indicates an average number of creatures
that will be encountered in the wild. The DM should alter this
to fit particular circumstances as the need arises. In many
cases, additional information on this topic will be presented in
the HabitaVSociety or Ecology section.
either, and scavenge
entries, like life energy
time, and they are ful
the text.
inly on carrion. Unusual
may appear from time to
ARMOR CLASS is a rating of the monster's resistance to
damage in combat. In many cases this is based upon the crea-
ture's natural defenses, but it can also indicate armor worn by
humanoids or other creatures. In some cases, high speed, nat-
ural agility, or magical protection may play a part in the deter-
mination of a creature's Armor Class rating. Humans and
humanoids of roughly man size that wear armor will have an
unarmored rating in parentheses. Listed ACs do not include any
special bonuses noted in the monster's description.
INTELLIGENCE is
the equivalent of
the attribute
MOVEMENT shows the relative speed of the creature com-
pared to an unencumbered human, who has a rating of 12.
Higher speeds may be possible for short periods. Human,
demihuman, and humanoid movement rates are often modi-
fied by armor type (unarmored rates are given in parentheses).
Movement through common media are abbreviated as follows:
F1
sw
Br
Swimming
Burrowine
TREASURE refers to the treasure tables that are found in the
DUNGEON MASTER"
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How to Use This Book
Flying creatures also have a maneuverabilityclass of A to E,
which is indicated in parentheses. Complete information on
maneuverability classes and their use can be found in the aer-
ial combat rules in the DMG.
SIZE is an indication of the overau cumensions of the creature.
In the case of humanoids, it indicates the height of the mon-
ster. For other creatures (snakes and dragons, for example), it
refers to the monster's length. Other measurements are possi-
ble and will be explained in the text.
HIT DICE indicates the number of dice rolled to generate the
creature's hit points. Unless otherwise stated, Hit Dice are
bided. The Hit Dice are rolled and the numbers shown are
added to determine the monster's hit points.
Some monsters will have additional points added to the
total rolled on the Hit Dice. Thus, a creature with a rating of 4
+ 4 has between 8 and 36 hit points. Monsters with a bonus of
+3 or more added to their rolled hit points are considered to
have an extra Hit Die for the purposes of attack rolls and sav-
ing throws. Thus, a creature with 4 + 4 HD attacks and saves
as if it had 5 Hit Dice.
In rare cases, a monster will have a hit point spread without
a Hit Dice rating. In order to determine the number of Hit Dice
that such creatures have for attacks and saving throws, divide
the listed hit points by 4. Round the Hit Die rating up with
remainders of 0.5 or greater, and drop all other fractions.
T=tiny
S = small
M = man-sized
L = large
H = huge
G = gargantuan
under 2 feet tall
2 to 4 feet tall
4 to 7 feet tall
7 to 12 feet tall
12 to 25 feet tall
over 25 feet tall
MORALE is a general rating of how likely the monster is to
persevere in the face of adversity or armed opposition.This
guideline may be adjusted for individual circumstances.
Morale ratings correspond to the following range:
2-4
5-7
8-10
11-12
13-14
15-16
17-18
19-20
Unreliable
Unsteady
Average
Steady
Elite
Zhampion
Fanatic
Fearless
THACO is the base roll that the monster needs to hit an memy
with an Armor Class of 0. This is a function of Hit Dice, as
described in the Combat section of the DMG. Modifiers to the
creature's attack roll will be presented in the Combat section
of the entry, but the listed THACO does not include any special
bonuses.
XP VALUE is the number of experience points awarded for
defeating (not necessarily killing) the monster. This value is a
guideline that may be modified by the DMfor the degree of
challenge, encounter situation, and overall campaign balance.
NO. OF ATTACKS indicates the number of times that the
monster can attack in a single round. Multiple attacks can
indicate several attacking arms, raking paws, multiple heads,
etc. In some cases this does not include special attacks listed in
the Combat section, but the text will make that clear. This
number may be modified by hits that sever members, by hte
and slow spells, and so forth.
PSIONICS gives a complete breakdown of the creature's
innate psionic abilities, including sciences or devotions known
and PSPs available. A thorough understanding of this section
requires familiarity with the Complete Psionics Handbook. This
entry is included only for those creatures that have psionic
powers.
DAMAGWAnACK shows the severity of a given attack and
is expressed as a number and
F
of dice, which are rolled to
determine the total number o
hit points lost by the target of
Combat provides all of the information that a DM will need to
resolve a battle with the monster. Among other things, it
details special combat abilities, arms or armor, and unusual
tactics employed by the creature.
the attack. If the monster uses weapons, the damage listed is
for its favdweapon. Damage bonuses due to high strength,
special abilities, and the like are listed in the Combat section
of the entry.
Habitat/Society outlines the monster's general behavior,
nature, social structure, guardian minions, and goals. Whereas
the previous section provided information needed for resolv-
ing skirmishes involving the creature, this entry provides
information useful for role-playing encounters.
SPECIAL ATTACKS details any unusual attack modes pos-
sessed by the creature such as a breath weapon, spell use, poi-
son, and the like. These are fully explained in the monster
description.
SPECIAL DEFENSES provides information detailing any
unusual resistancesto harm that the monster might have.
These commonly include an immunity to certain forms of
attack or an invulnerability to nonmagical weapons, among
other possibilities. These are fully detailed in the monster
description.
Ecology describes how the monster fits into the campaign
world (including common enemies or prey), gives useful
products or byproducts of the creature, and presents other
miscellaneousinformation. This information can help the
Dungeon Master decide exactly when and where to introduce
the monster into his or her campaign.
MAGIC RESISTANCE is the percentage chance that magic
cast upon the creature will fail to affect it, even if other crea-
tures nearby are affected. If the spell penetrates this mistance,
the creature is still entitled to any saving throws normally
allowed.
Close Variations'of a monster are given in a special section
after the main monster entry. For example, the arch-shadow
entry also includes a brief discussion of the demi-shade, a
closely related creature.
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