Monster Info

Name:
Climate/Terrain:
Frequency:
Organization:
Activity Cycle:
Diet:
Intelligence:
Treasure:
Alignment:
No. Appearing:
Armor Class:
Movement:
Hit Dice:
± |
Hit Points:
/
THAC0:
# of Attacks:
Attack 1:
Attack 2:
Attack 3:
Special Atk:
Special Def:
Magic Res:
Size:
Morale:
XP Value:


Additional Monster attacks

Attack / Weapon # of
Attack
THAC0 Dam S/M Dam L Special Attack Speed

Monster wizard spells
Wizard caster level
insert_wizard-spell-template.html_(wizmonster,@{wtype} )
Monster priest spells
Priest caster level
insert_priest-spell-template.html_(primonster,@{wtype} )

insert_saving-throws.html_(mon,@{character_name})
Monster saving throw notes. DMG p. 92

All creatures save against poison and death magic at a level equal to the number of their Hit Dice. Intelligent monsters save versus all other attacks at this level as well.

Creatures with no intelligence (even less than animal intelligence) save at a level equal to half the number of their Hit Dice. Any additions to their Hit Dice are counted as well, at the rate of one die for every four points or fraction thereof. Thus, an intelligent creature with 5 + 6 Hit Dice would save at 7th level (5 Hit Dice + 2 more dice for 6 extra hit points). A non-intelligent beast of the same Hit Dice would save against all but poison and death at 4th level (round up).

Most monsters use the Warrior group table to determine their save. However, those that have abilities of other classes use the most favorable saving throw. A creature able to fight and use a large number of spells could use either the Warrior or Wizard groups, whichever was better for a particular saving throw. Creatures that lack fighting ability use the group that most closely resembles their own abilities. A fungus-creature that can only cast spells would use the Wizard group table to determine saving throws.


Description


Combat


Habitat/Society


Ecology