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.
AD&D players will almost certainly be familiar with these two uses of the word already; those who are newcomers may find them a little confusing at first, but experience will soon determine which of the two uses of the word is appropriate in the particular context. [MMII, p.5]
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 haflings) always use the matrix for humans when attacking, even if such humans were encountered as "monsters" in the course of an adventure.
Each monster is given a full description in the text and values for a number of parameters that collectively describe its behavior, combat mode, etc., in general terms. The parameters are explained below. [MMII, p.5]
[Each stat block entry begins with the creature's alignment, size category, creature type (sub-type as appropriate), and, if relevant, the creature's (height or length or other in feet).
ALIGNMENT indicates the characteristic behavior of the monster toward Law, Chaos, Good or Evil, or toward Neutrality perhaps modified by Good or Evil intent. A monster's alignment will have a significant effect on the way it behaves when it is encountered, the way in which it reacts to certain situations, and so forth.
Words in parentheses indicate an inclination. Thus "Lawful Good (neutral)" indicates a tendency toward Neutrality.
SIZE is abbreviated as: S=Smaller than a typical human; M=human-sized (5-7 feet tall and approximately the build or mass of a human); and L=Larger than human-sized in one way or another and generally of greater mass.
Among other things, the size of a monster will influence the amount of damage it sustains from a successful hit by a particular weapon.
Most creatures do not have a defined "type" and are simply "monster", ie. some fantastical amalgam. Some of the defined types are: Dragon, Giant, Construct, Plant, Undead, Outsider, and Elemental. With the exception of Outsiders, these types are defined in the entry of the same name.
OUTSIDER. An "outsider" is a spirit of the Outer Planes. It takes on a physical form on the Material planes. When the physical form is destroyed, the spirit returns to its native plane. Unless described otherwise, the creature's physical form on the Prime Material disincorporates when the spirit leaves it.
PLANT. Plants are immune to all mind-affecting effects (sleep, charm, fear, etc.), paralysis, poison, and stunning.
CONSTRUCT. All constructs are immune to disease, death effects, gaze attacks, necromancy effects, paralysis, poison, sleep effects, and stunning. Constructs are not subject to ability damage, ability drain, fatigue, exhaustion, energy drain, nausea, or nonlethal damage. Constructs do not breathe, eat, or sleep. Constructs with an Intelligence Rating of Non- are immune to all mind-affecting effects. Constructs that possess a rateable Intelligence are also immune to mind-affecting effects unless described otherwise. Constructs cannot heal damage without a special process unless described otherwise.
This campaign uses creature sub-types to clairify effects that target certain types of creatures, such as a ranger's damage bonus versus giant-types, etc. A large range of sub-types exist but most do not have game effects unless specifically called for (sword vs regenerating for example). Creatures with an elemental sub-type are immune to the effects of that element. Aquatic creatures can breathe in water and swim natively. An "animal" sub-type might pertain to certain (primarily druidical) spells/effects.
UNDEAD are immune to charm effects, dazing, death magic, disease, hypnotism, nausea, paralysis (including hold effects), poison, sleep effects, and stunning. Most undead are also immune to cold effects. Undead cannot heal damage without a special process unless described otherwise. All aligned undead radiate Evil that may be detected (the degree of which is normally a function of their hit dice, although there are exceptions). All undead are vulnerable to damage from holy water (which does 1d6+1 damage with an 8 oz. direct hit). Many undead can be turned by clerics (see WEAKNESS, below).
EVIL, DEMON, DEVIL, DAEMON, DEMODAND are Lower Planes creatures which certain magical effects or items target. These creatures are vulnerable to damage from holy water (which does 1d6+1 damage with an 8 oz. direct hit).
GOOD, AGATHION, DEVA, ANGEL, are Upper Planes creatures which certain magical effects or items target. These creatures are vulnerable to damage from unholy water (which does 1d6+1 damage with an 8 oz. direct hit).
All of the preceding within the brackets are "campaign rules".]
Number ranges are used throughout MONSTER MANUAL II to indicate numbers of creatures appearing, etc. The actual number selected is by dice roll. Number ranges are given so that the DM can select a number appropriate to the challenge he wants to set the players. Number ranges appearing frequently and their dice equivalents are listed below for easy reference.
The figures and facts given under these headings indicate the general status of the monster in question. Then follows a description of the monster in detail—its behavior, normal habitat, attack/defense styles, special characteristics, and so on. An illustration of a typical creature of the type is included whenever possible.
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, DUNGEON MASTER'S GUIDE.
NUMBER APPEARING indicates the average numbers player characters might encounter.
Generally if a creature is encountered in or near its lair, it can be expected to appear in larger numbers, while further away from its lair it will be encountered in smaller numbers. Again, there are exceptions to this. Intelligent, organized monsters forming a war party for a specific raiding or punitive mission may be encountered in considerable numbers some distance from their lair, while encounters near the lair may be with only scouts or perimeter guards. The number range indicated should therefore be used only as a guideline and should be altered to suit the circumstances.
Also, the number range indicated is not necessarily recommended for underground (dungeon) encounters. The DM should select the number appearing in accordance with the type of challenge he wants to give the player characters.
[SURPRISE is expressed (in these Campaign Rules) as a percentage change TO BE SURPRISED. ie. If 33%, the creature(s) will be surprised on a roll of 01-33 out of a d% if no other modifiers exist (ie. roughly equal to 1-2 on a d6). A lower number means the creature is harder to surprise than normal.
OTHERS is a bonus for this creature to SURPRISE OTHERS. This value is subtracted from the opponent's surprise roll (even though a bonus is expressed as a positive number). If there is no OTHERS text, there is no adjustment. Typically, there will be an explanation in parenthesis as to why there is a bonus, "stealth", "camouflage", etc. Thus the GM can determine when certain creatures ignore the bonus. Sometimes the notation will be SURPRISE 33%; Others Automatic (invisible, silent; otherwise +34%) or similar. This means if no special senses are in play, the creature will automatically surprise others. This is also the case where a creature with camouflage that cannot be surprised (due to party light sources, noise, etc.) has successfully rolled a camouflage check. Again, this could be modified/partially negated if the opponent possesses special senses.
All of the preceding are "campaign rules", although it should be a close match to any by the book interpretations.]
[SENSES if appearing, will note any special senses possessed by the creature. Infravision (normally to 60-ft range), Superior Infravision (typically 120-ft range unless noted differently), and any special senses: scent, exceptional sight, etc. Ultravision gives special sight using ultraviolet radiation, allowing one to see in normal nighttime darkness as if twilight (out to 300 yards outside on a clear night). Nightvision is used to note creatures such as animals that see well in the dark—use the figures for ultravision for ease of use. Insect Senses are possessed by certain insects and insect-like monsters assume this works within the range of infravision (6") but not heat-related and fine tuned to pick out moving creatures. Ooze Senses are similar, but extend 3" for anything in contact with the terrain and can only detect flying/floating things within 1". Plant senses work similarly (although may be enhanced by appendages of the plant (vines, roots, etc.). Echolocation allows the creature to detect others using sound (cf. Bats).
All of the preceding are "campaign rules".]
ARMOR CLASS is a measure of how difficult it is to hit a creature.
Armor class reflects the general type of any protection worn, protection inherent to the creature due to its physical structure or magical nature, or the degree of difficulty in hitting a creature due to its speed, reflexes, etc. All these factors are combined into a single armor class value, and referees need not adjust this value to take account of high Dexterity. Where necessary, adjustments have been included in the monster's individual description.
["(AR X)" if noted, the creature will have a defined Armor Rating as if wearing armor (or perhaps it IS wearing armor). If present, it will react to weapon type as armor would at the listed rating. The preceding in brackets are "campaign rules".]
MOVE shows the relative constant speed of the monster. Higher speeds may be possible for short periods. The creature's movement rate can be scaled to whatever time period is desired by adjusting the ground scale accordingly. In certain cases, more than one number is given under this heading; this indicates that the monster can travel in two or more different media or modes:
X"
— fly X" (Class X; X/X hp)
— swim X"
— burrow X"
— climb X"
— climb X" (webs)
— climb X" (trees)
Ground speed
Flying speed and Maneuverability Class. Numbers are hit points before: (forced to land/drop-fall)
Swimming speed (if present, the creature is a native swimmer)
Burrowing speed (sometimes medium is noted)
Climbing speed, assumes climbing anything, including inverted on ceilings
Climbing speed only in webs; If present, creature cannot be hampered by webs.
Climbing speed only in natural foliage/trees
An agathion confined to ground travel would have only one number such as 9"; however, a dragon that can walk and fly would have two numbers which would look like this: MOVE 6" — fly 24" (Class E; 12/6 hp) (6" for ground travel and 24" for flying).
If a single number is given, that does not necessarily mean that the monster moves only along the ground (though it does in most cases); the main text must be consulted to make the meaning clear.
The letters in parentheses indicate the monster's maneuverability class (MC). Maneuverability class is explained in detail in the DUNGEON MASTER'S GUIDE. A monster with maneuverability Class A is quick and highly maneuverable in the air—difficult to hit and capable of rapid and fundamental changes of direction. At the other extreme, a monster of Class E is slow-flying and ponderous—a relatively easy target, incapable of sharp turns, and requiring a good deal of space to accomplish more than a very minor change in direction of flight.
[If no numbers are given for hit points next to the fly speed, it typically means any damage will cause the creature to land or drop. Otherwise, it means, the mode of flight is magical and no amount of damage will cause it to land or drop. This should be clear in the description (or by looking at the number of hit points the creature has).]
HIT DICE are used to calculate the number of hit points the monster can lose before dying (or, in some cases, before being temporarily banished back to place of origin). Unless stated otherwise, hit dice are 8-sided.
The indicated number of dice are rolled and the resulting numbers added together to arrive at the monster's total hit points. A monster always has at least 1 hit die.
Some monsters have fewer hit points than those indicated by the usual 8-sided die, and these are given in a range. Thus, if a creature has 1-4 hit points, a 4-sided die is rolled to determine the exact number.
Other monsters have hit points in addition to the number derived from their hit dice; this is indicated by a plus sign followed by the number of additional hit points. Thus, if a monster has "HIT DICE: 5 + 3", five 8-sided dice are rolled, the numbers added together, and 3 added to the result. Such a monster would have a range of 8-43 hit points (5 + 3 to 40 + 3).
Creatures without character classes use hit dice to measure their attack ability.
[Hit points are given for an average specimen. These are calculated at 4.5 hp per d8 hit die plus the enhanced hit die number, rounded up. The preceding in brackets are "campaign rules".]
% IN LAIR indicates the chance of the monster being encountered where it lives and stores its treasure (if any). Note that some monsters are never found in their lairs; this is either because the lair is inaccessible or unknown or because the monster simply does not have a fixed lair and wanders.
Note that certain monsters have their lairs on planes other than the Prime Material Plane. However, some monsters whose normal lairs are on other planes may have established temporary lairs on the Prime Material Plane in the pursuit of a particular purpose or mission.
TREASURE TYPE refers to the treasure table in MONSTER MANUAL. The table shows the amount and type of treasure along with the probability of whether or not the treasure will contain that amount.
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. Although an encounter may occur in a monster's lair and the monster possess some treasure, this does not automatically mean that the adventurers will gain treasure by defeating the monster.
Most treasure types show probabilities of occurrence. If subsequent dice rolls indicate that that form of treasure is not in the monster's trove, then it is not there, and the adventurers find no wealth (including magical items) despite the fact that a treasure type is indicated.
Finally, treasure types are based upon the occurrence of a mean number of monsters appearing and other adjustments detailed in the explanatory material. Adjustments up or down should always be made when the actual number of monsters encountered is significantly greater or fewer than the mean.
The use of a treasure type to determine the treasure guarded by a creature in a dungeon is not generally recommended.
Larger treasures of a given type are denoted by a multiplier in parentheses (x10, etc.); this is not to be confused with Treasure Type X.
"Incidental" treasure is that which occurs almost accidentally. For example, if a creature kills a victim, drags it to its lair, and if the victim's money pouch remains in the lair but is of no interest to the creature, the money pouch is incidental treasure.
[THAC0 is shorthand for "To Hit AC 0" which is simply a marker so you know where the monster sits in the appropriate Attack Matrix. Remember that the number does not move linearly, ie. once you get to 20, the 20 repeats five times on the matrix. A value of 20* means the creature needs a 20 to hit AC 1 ("THAC1 = 20"). Reference to THAC0 is a campaign rule.]
Note that a human (or near human) encountered as a monster is always assigned the combat matrix for humans when attacking. In other words, dwarves, elves, gnomes, half-elves, halflings, and humans always use the human attack matrices whether they are "monsters" or "player characters". [MMII, p.7]
[MELEE will note any melee attacks along with damage inflicted by a creature. If the creature uses weapons, an example weapon will be provided (but the individual may use a different weapon of course). If the creature has multiple attack routines and/or iterative attacks, the iterative attacks will be labeled as "iterative". Thus, the creature will tend to strike first in melee. If a creature's attack is labeled "touch", the attack will ignore armor (except for magical pluses). Typically, only incorporeal creatures have touch attacks that ignore armor. Any additional effects of a successful attack might be noted here, eg. poison. If an attack is noted with plus grab or plus constrict, the creature will make a grapple check as a free action if the attack hits (sometimes the effect will be automatic).
All of the preceding are "campaign rules", although it should be a close match to any by the book interpretations.]
[MISSILE will note any missile attacks along with damage inflicted. The field will not be present if the creature has no missile attacks. This otherwise works as per MELEE above. Any attack called a "ray" or "ranged touch" will ignore armor as do melee touch attacks. Note that monsters using missile weapons follow all combat rules for said weapons. If only one range category value is listed that should be treated as Short range and weapons cannot strike targets beyond that figure.
Missiles with a fire rate over 1 will be listed "x/x" indicating two attacks (or three). e.g. (1d6/1d6) or (1d2/1d2/1d2).
All of the preceding are "campaign rules", although it should be a close match to any by the book interpretations.]
SPECIAL ATTACKS detail such things as dragon breath, magic-use, and so forth. Refer to the main text for a detailed explanation of these, including the method and frequency of the attack, the damage it inflicts, and any special effects which might result from it.
Unless a monster's ability to cast spells is given in the text, that ability is at usually the level of its hit dice.
["Hits as:" has been added to Special Attacks. This will denote whether a creature can strike those normally requiring magic weapons to hit. Typically this is a function of hit dice, but if the creature has damage resistance of its own, then it can penetrate like damage resistance in its opponents (with regard to magic weapon requirements only).
All of the preceding are "campaign rules", although it should be a close match to any by the book interpretations.]
SPECIAL DEFENSES are almost self-explanatory and are detailed in the main text in the same manner as are special attacks. They will include the use of defensive magic, camouflage, and so forth.
[Poison Resistance. Many creatures are effectively immune to poison based on size or thick epidermal fat (with regard to contact or insinuative poisons). Very large creatures may not be poisoned by very small ones (e.g. giant centipedes versus giants or, say, an elephant). Extremely toxic or magical poisons are a different case of course. The preceding is "campaign rules", although it should be a close match to any by the book interpretations.]
[WEAKNESS is where any special vulnerabilities or weaknesses will be noted. If noted here as "undead" the name in the parenthesis will note that the creature is turned/commanded as that creature: "undead (ghast)" means the creature is undead and can be turned as a ghast in the Turn or Command Undead Matrix. "Shuns" means the creature will not enter melee range with a creature with that element. ie. "shuns fire" means the creature will avoid melee with an individual carrying a lit torch (but not a latern). "Shuns bright light" means the creature will avoid a creature that is the subject of (or holding) a continual light effect. If possible, a creature that "shuns" or "hates" something present in abundance, it will avoid the encounter. Some creatures don't see or fight well in light—this will be noted here "sensitivity" means negative combat adjustments occur (but the creature won't otherwise avoid encounters). "Light blindness" in bright light would cause the creature to avoid encounters unless they had a way to counter the light.
MINDLESS creatures have an Intelligence rating of "Non-" make saving throws as if they were half their Hit Dice (round up). These creatures also (obviously) attack instinctively, randomly selecting targets or focusing exclusively on one depending on proclivity and/or circumstance.
All of the preceding are "campaign rules", although it should be a close match to any by the book interpretations.]
[See COMBAT, Fundamentals, Magic Resistance.]
INTELLIGENCE indicates the basic equivalent of the human intelligence quotient (IQ). Certain monsters are naturally cunning or devious, and if this is so it will be indicated. The Intelligence ratings correspond roughly to the following character Intelligence scores:
0
1
2-4
5-7
8-10
11-12
13-14
15-16
17-18
19-20
21+
Non-intelligent or intelligence not ratable
Animal intelligence
Semi-intelligent
Low intelligence
Average (human) intelligence
Very intelligent
Highly intelligent
Exceptionally intelligent
Genius-level intelligence
Supra-genius
Godlike intelligence
[MORALE is the creature's modifier to morale checks based on hit dice and/or personality.
FANATICAL morale simply means the creature will attack until it is destroyed with no morale checks being made.
See also COMBAT, Morale.
All of the preceding are "campaign rules", although it should be a close match to any by the book interpretations.]
[SAVES give the creature's saving throw chances by save category. Creatures with magic use gain the better of their monster hit dice saves vs Magic-user class saves. Creatures with clerical or druidical abilities gain the better of their standard saves vs Cleric class saves. Creatures with thief or assassin abilities gain the better of their standard saves vs Thief class saves.
All of the preceding are "campaign rules", although it should be a close match to any by the book interpretations.]
[LANGUAGES will list the languages spoken by the creature. Alignment language is not listed (if using alignment language, simply infer from the creature's alignment). Any special methods of communication (eg. telepathy) will be listed here along with range. If not range is listed it is either line of sight or within hearing distance depending on the method. Some languages will be listed with a dialect in parenthesis: "Dragon (red)" or Giant (hill); This means basic communication can occur if the language is known, but not the dialect.
All of the preceding are "campaign rules", although it should be a close match to any by the book interpretations.]
PSIONIC ABILITY and ATTACK/DEFENSE MODES indicate the general psionic capabilities, if any, of the monster. These are outlined in THE PLAYERS' HANDBOOK. Some monsters have suspected, rather than confirmed, psionic powers and where this is the case the text will so indicate.
PSIONIC ABILITY above the usual ranges falls into the following six classes:
LEVEL and EXPERIENCE POINT VALUE are determined by the method indicated in THE DUNGEON MASTER'S GUIDE. If a type of monster has varying hit dice and/or experience levels, values for each are shown.
S, I, W, D, C, and CH are abbreviations for the being's abilities and are followed by scores.
[Spells are exactly that, spells, which must be cast as if the creature were a human spell-caster with the appropriate components and process for obtaining (ie. spell books for magic-user or illusionists spells) and preparing spells.
Spell-like Abilities are abilities that duplicate the spell, but are cast as an Innate Ability without concentration or components and in 1 segment. Unless described differently, using a spell-like ability is a major action. Even if a minor action, no additional magical abilities can be used in a round where a spell-like ability has been used (and vice versa).
In the context of the above abilities, CL means Caster Level. If an individual ability has a CL different than the standard, it will be noted: levitate (CL 10).
The preceding in brackets are "campaign rules".]
[Typical gear over and above listed armor, shields or weapons will be indicated here. For unique individuals, all carried or worn possessions will be noted. The preceding in brackets are "campaign rules".]