Role-Playing Game Section

Monstrous Compendium
AD&D - 2nd Edition

Website Navigation
Family News
Phonebook
Geneology
Links
Home

Family Members' Sections
Donald
Kathleen
Leslie
Brian
Daniel
Kevin


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)
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
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
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
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
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 ---
Type
Copper
Silver
Gold
Platinum
Gems
Art Objects
Magic Items
A
1,000 - 3,000
25%
200 - 2,000
30%
1,000 - 6,000
40%
300 - 1,800
35%
10 - 40
60%
2 - 12
50%
Any 3
30%
B
1,000 - 6,000
50%
1,000 - 3,000
25%
200 - 2,000
25%
100 - 1,000
25%
1 - 8
30%
1 - 4
20%
Armor Weapon
10%
C
1,000 - 10,000
20%
1,000 - 6,000
30%
---
100 - 600
10%
1 - 6
30%
1 - 3
20%
Any 2
10%
D
1,000 - 6,000
10%
1,000 - 10,000
15%
1,000 - 3,000
50%
100 - 600
15%
1 - 10
30%
1 - 6
25%
Any 2 + Potion
15%
E
1,000 - 6,000
5%
1,000 - 10,000
25%
1,000 - 4,000
25%
300 - 1,800
25%
1 - 12
15%
1 - 6
10%
Any 3 + Scroll
25%
F
---
3,000 - 18,000
10%
1,000 - 6,000
40%
1,000 - 4,000
15%
2 - 20
20%
1 - 8
10%
5 Non-Weapon
30%
G
---
---
2,000 - 20,000
50%
1,000 - 10,000
50%
3 - 18
30%
1 - 6
25%
Any 5
35%
H
3,000 - 18,000
25%
2,000 - 20,000
40%
2,000 - 20,000
55%
1,000 - 8,000
40%
3 - 30
50%
2 - 20
50%
Any 6
15%
I
---
---
---
100 - 600
30%
2 - 12
55%
2 - 8
50%
Any 1
15%
--- Individual or Small Lair Treasure ---
J
3 - 24
---
---
---
---
---
---
K
---
3 - 18
---
---
---
---
---
L
---
---
---
2 - 12
---
---
---
M
---
---
2 - 8
---
---
---
---
N
---
---
---
1 - 6
---
---
---
O
10 - 40
10 - 30
---
---
---
---
---
P
---
10 - 60
---
1 - 20
---
---
---
Q
---
---
---
---
1 - 4
---
---
R
---
---
2 - 20
10 - 60
2 - 8
1 - 3
---
S
---
---
---
---
---
---
1 - 8 Potions
T
---
---
---
---
---
---
1 - 4 Scrolls
U
---
---
---
---
2 - 16
90%
1 - 6
80%
Any 1
70%
V
---
---
---
---
---
---
Any 2
W
---
---
5 - 30
1 - 8
2 - 16
60%
1 - 8
50%
Any 2
60%
X
---
---
---
---
---
---
Any 2 Potions
Y
---
---
200 - 1,200
---
---
---
---
Z
100 - 300
100 - 400
100 - 600
100 - 400
1 - 6
55%
2 - 12
50%
Any 3
50%
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.