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This is my on-line Monstrous Compendium, or Monster Manual if you prefer. All of this is straight out of the book. That's not to say that it is at all complete but I've copied all of the material verbatim straight out of the published volumes.
Here on the mainpage you'll find links to the completed monster entries from various volumes (including I, II, parts of III, and some ravenloft creatures) as well as all the appendix information that the pages refer to. I've also included the treasure table (table 84) that is referenced from the Dungeon Master's Guide.
Monstrous Compendium Entries (Volumes 1, 2, & 3)
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Aarakocra
Aboleth
Aerial Servant
Animal, Herd
Ankheg
Ant
Ant Lion, Giant
Ape, Carnivorous
Baboon
Badger
Barracuda
Basilisk
Bat
Bear
Beetle
Behir
Beholder
Boar
Bookworm
Brownie
Bugbear
Bulette
Bullywug
Carrion Crawler
Catoblepas
Cats, Great
Cave Fisher
Centaur, Sylvan
Centipede
Chinera
Cockatrice
Couatl
Crocodile
Crustacean, Giant
Displacer Beast
Dogs
Dolphin
Doppleganger
Dragons
Dragon Turtle
Dragonfish
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Dragonne
Dryad
Dwarf
Dwarf, Duergar
Eagle
Eel
Elemental
Elephant
Elf
Elf, Drow
Ettercap
Ettin
Fish, Giant
Frog
Fungus
Galeb Duhr
Gargoyle
Genie
Ghost
Ghoul
Giants
Giant-kin
Gnoll
Gnome
Goblin
Golems
Gorgon
Griffon
Groaning Spirit (Banshee)
Guardian Daemon
Hag
Halfling
Harpy
Haunt
Hawk
Hell Hound
Heucuva
Hippocampus
Hippogriff
Hobgoblin
Homonculous
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Hornet
Horse
Hydra
Hyena
Imp
Invisible Stalker
Jackal
Jackalwere
Jermlaine
Kelpie
Kenku
Ki-rin
Killmoulis
Kobold
Korred
Kuo-Toa
Lamia
Lammasu
Lamprey
Leech
Leprechaun
Leucrotta
Lich
Lizard
Lizard Man
Locathah
Lurker Above
Lycanthrope
Mammals
Manticore
Medusa
Men
Merman
Mimic
Mind Flayer
Minotaur
Mold
Mongrelman
Morkoth
Muckdweller
Mud-man
Mummy
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Myconid
Naga
Nereid
Nixie
Nymph
Obliviax
Octopus, Giant
Ogre
Oozes/Slimes/Jellies
Orc
Osquip
Otyugh
Owl
Owlbear
Pegasus
Piercer
Piranha
Pixie
Plant, Carnivorous
Poltergeist
Porcupine
Pseudodragon
Puddings, Deadly
Rakshasa
Rat
Ray
Remorhaz
Roc
Roper
Rot Grub
Rust Monster
Sahuagin
Salamander
Sandling
Satyr
Scorpion
Sea Horse, Giant
Sea Lion
Selkie
Shadow
Shambling Mound
Shark
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Skeleton
Skunk
Slithering Tracker
Slug, Giant
Snake
Spectre
Sphinx
Spider
Sprite
Squid, Giant
Stirge
Swanmay
Sylph
Tarrasque
Tasloi
Toad, Giant
Treant
Triton
Troglodyte
Troll
Umber Hulk
Unicorn
Urchin
Urd
Vampire
Water Weird
Weasel
Whale
Wight
Will o' wisp
Wolf
Wolfwere
Wolverine
Worm
Wraith
Wyvern
Xorn
Yellow Musk
Yeti
Yuan-ti
Zombie |
CLIMATE/TERRAIN: |
Defines where the creature is most often found. Climates include arctic, subarctic, temperate, and tropical. Typical terrain includes plain/scrub, forest, rough/hill, mountain, swamp, and desert. |
FREQUENCY: |
Is the
likelihood of encountering a creature in an area. Very rare is a
4% chance, rare is 11%, uncommon is 20%, and common is a 65% chance.
Chances can be adjusted for special areas. |
ORGANIZATION: |
Is
the general social structure the monster adopts. "Solitary"
includes small family groups. |
ACTIVITY CYCLE: |
Is the
time of day when the monster is most active. Those most active at
night may be active at any time in subterranean settings. Active
cycle is a general guide and exceptions are fairly common. |
DIET: |
Shows
what the creature generally eats. Carnivores eat meat, herbivores
eat plants, and omnivores eat either. Scavengers eat mainly carrion.
|
INTELLIGENCE: |
Is the equivalent
of human "IQ". Certain monsters are instinctively cunning;
these are noted in the monster descriptions. Ratings correspond
roughly to the following Intelligence ability scores:
0
1
2-4
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 |
|
TREASURE: |
Refers
to the treasure tables (included below) in the Dungeon Masters
Guide. If individual treasure is indicated, each individual
may carry it (or not, at the DM's discretion). Major treasures are
usually found in the monster's lair; these are most often designed
and placed by the DM. Intelligent monsters will use magical items
present and try to carry off their most valuable treasures if hard
pressed. If treasure is assigned randomly, roll for each type possible:
if all rolls fail, no treasure of any type is found. Treasure should
be adjusted downward if few monsters are encountered. Large treasures
are noted by a parenthetical multiplier (x10, etc.) not to be confused
with treasure type X. Do not use the tables to place dungeon treasure,
as numbers encountered underground will be much smaller. |
--- Lair Treasure ---
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Type
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Copper
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Silver
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Gold
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Platinum
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Gems
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Art Objects
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Magic Items
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A
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1,000 - 3,000
25%
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200 - 2,000
30%
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1,000 - 6,000
40%
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300 - 1,800
35%
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10 - 40
60%
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2 - 12
50%
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Any 3
30%
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B
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1,000 - 6,000
50%
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1,000 - 3,000
25%
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200 - 2,000
25%
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100 - 1,000
25%
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1 - 8
30%
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1 - 4
20%
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Armor Weapon
10%
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C
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1,000 - 10,000
20%
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1,000 - 6,000
30%
|
---
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100 - 600
10%
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1 - 6
30%
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1 - 3
20%
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Any 2
10%
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D
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1,000 - 6,000
10%
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1,000 - 10,000
15%
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1,000 - 3,000
50%
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100 - 600
15%
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1 - 10
30%
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1 - 6
25%
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Any 2 + Potion
15%
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E
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1,000 - 6,000
5%
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1,000 - 10,000
25%
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1,000 - 4,000
25%
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300 - 1,800
25%
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1 - 12
15%
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1 - 6
10%
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Any 3 + Scroll
25%
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F
|
---
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3,000 - 18,000
10%
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1,000 - 6,000
40%
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1,000 - 4,000
15%
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2 - 20
20%
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1 - 8
10%
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5 Non-Weapon
30%
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G
|
---
|
---
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2,000 - 20,000
50%
|
1,000 - 10,000
50%
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3 - 18
30%
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1 - 6
25%
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Any 5
35%
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H
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3,000 - 18,000
25%
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2,000 - 20,000
40%
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2,000 - 20,000
55%
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1,000 - 8,000
40%
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3 - 30
50%
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2 - 20
50%
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Any 6
15%
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I
|
---
|
---
|
---
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100 - 600
30%
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2 - 12
55%
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2 - 8
50%
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Any 1
15%
|
--- Individual or Small Lair Treasure ---
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J
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3 - 24
|
---
|
---
|
---
|
---
|
---
|
---
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K
|
---
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3 - 18
|
---
|
---
|
---
|
---
|
---
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L
|
---
|
---
|
---
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2 - 12
|
---
|
---
|
---
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M
|
---
|
---
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2 - 8
|
---
|
---
|
---
|
---
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N
|
---
|
---
|
---
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1 - 6
|
---
|
---
|
---
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O
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10 - 40
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10 - 30
|
---
|
---
|
---
|
---
|
---
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P
|
---
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10 - 60
|
---
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1 - 20
|
---
|
---
|
---
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Q
|
---
|
---
|
---
|
---
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1 - 4
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---
|
---
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R
|
---
|
---
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2 - 20
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10 - 60
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2 - 8
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1 - 3
|
---
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S
|
---
|
---
|
---
|
---
|
---
|
---
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1 - 8 Potions
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T
|
---
|
---
|
---
|
---
|
---
|
---
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1 - 4 Scrolls
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U
|
---
|
---
|
---
|
---
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2 - 16
90%
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1 - 6
80%
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Any 1
70%
|
V
|
---
|
---
|
---
|
---
|
---
|
---
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Any 2
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W
|
---
|
---
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5 - 30
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1 - 8
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2 - 16
60%
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1 - 8
50%
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Any 2
60%
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X
|
---
|
---
|
---
|
---
|
---
|
---
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Any 2 Potions
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Y
|
---
|
---
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200 - 1,200
|
---
|
---
|
---
|
---
|
Z
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100 - 300
|
100 - 400
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100 - 600
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100 - 400
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1 - 6
55%
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2 - 12
50%
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Any 3
50%
|
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ALIGNMENT: |
Shows
the general behavior of the average monster of that type. Exceptions,
though uncommon, may be encountered. |
# APPEARING: |
Indicates
an average encounter size for a wilderness encounter. The DM should
alter this to fit the circumstances as the need arises. This should
not be used for dungeon encounters. |
ARMOR CLASS: |
Is the
general protection worn by humans and humanoids, protection due
to physical structure or magical nature, or difficulty in hitting
due to speed, reflexes, etc. Humans and humanoids of roughly man-size
that wear armor will have an unarmored rating in parentheses. Listed
AC do not include any special bonuses noted in the description. |
MOVEMENT: |
Shows
the relative speed rating of the creature. Higher speeds may be
possible for short periods. Human, demihuman, and humanoid movement
rate is often determined by armor type (unarmored rates are given
in parentheses). Movements in different mediums are abbreviated
as follows: Fl = fly, Sw = swim, Br = burrowing, Wb = web. Flying
creatures will also have a Maneuverability Class from A to E. |
HIT DICE: |
Controls
the number of hit points damage a creature can withstand before
being killed. Unless otherwise stated, Hit Dice are 8-sided (1-8
hit points). The Hit Dice are rolled and the numbers shown are added
to determine the monster's hit points. Some monsters will have a
hit point spread instead of Hit Dice, and some will have additional
points added to their Hit Dice. Thus, a creature with 4 +4 Hit Dice
has 4d8 + 4 hit points (8-36 total). Note that creatures with +3
or more hit points are considered the next higher Hit Die for purposes
of attack rolls and saving throws. |
THAC0: |
Is the
attack roll the monster needs to hit armor class 0. This is always
a function of Hit Dice, except in the case of very large, nonaggressive
herbivores (such as some dinosaurs). Humans and demihumans always
use player character THAC0s, regardless of whether they are player
characters or "monsters". THAC0s do not include any special
bonuses noted in the descriptions. |
# OF ATTACKS: |
Shows
the basic attacks the monster can make in a melee round, excluding
special attacks. This number can be modified by hits that sever
members, spells such as haste and slow, and so forth. Multiple attacks
indicate several members, raking paws, multiple heads, etc. |
DAMAGE/ATTACK: |
Shows
the amount of damage a given attack will make, expressed as a spread
of hit points (dice roll combination). If the monster uses weapons,
the damage will done by the typical weapon will be followed by the
parenthetical note "weapon". Damage bonuses due to Strength
are listed as a bonus following the damage range. |
SPECIAL ATTACKS: |
Detail
attack modes such as dragon breath, magic use, etc. These are explained
in the monster description. |
SPECIAL DEFENSES: |
Are precisely
that, and are detailed in the monster description. |
MAGIC RESISTANCE: |
Is the
percentage chance that magic cast upon the creature will fail to
affect it, even if other creatures nearby are affected. If the magic
penetrates the resistance, the creature is still entitled to any
normal saving throw allowed. |
SIZE: |
Is abbreviated
as: "T" tiny (2' tall or less); "S" smaller
than a typical human (2' to 4'); "M" man-sized (4' to
7'); "L" larger than man-sized (7' to 12'); "H"
huge (12' to 25'); and "G" gargantuan (25' + ). |
MORALE: |
Is a general
rating of how likely the monster is to persevere in the face of
adversity or armed opposition. This guideline can be adjusted for
individual circumstances. Morale ratings correspond to the following
2-20 range:
2-4
5-7
8-10
11-12
13-14
15-16
17-18
19-20 |
Unreliable
Unsteady
Average
Steady
Elite
Champion
Fanatic
Fearless |
|
XP VALUE: |
Is the
number of experience points awarded for defeating (not neccessarily
killing) the monster. This value is a guideline that can be modified
by the DM for the degree of challenge, encounter situation, and
for overall campaign balance. |
Description |
This is
a (hopefully) brief description of the creature's outer appearance
and background of it's origins and behavior, along with any special
abilities. |
Combat |
Is the
part of the description that discusses special combat abilities,
arms and armor, and tactics. |
Habitat/Society |
Outlines
the monster's general behavior, nature, social structure, and goals. |
Ecology |
Describes
how the monster fits into the campaign world, gives any useful products
or byproducts, and presents other miscellaneous information. |
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