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How to Read Monster Descriptions — BECMI Forge
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How to Read Monster Descriptions #

Skills-Based BECMI · Bestiary Reference · Read once before using monster entries

Special Designations #

Symbols that modify how a monster entry is read
* HD

Asterisk next to Hit Dice #

Indicates one special ability — a magical spell, special attack, special defense, or extraordinary power. Each asterisk represents one such ability and increases the monster’s XP value accordingly. A monster with three asterisks (***) has three special abilities.

Name*

Asterisk next to Monster Name #

Indicates the creature can only be harmed by magical or special weapons. Normal weapons deal zero damage. These creatures are extremely dangerous to low-level parties who have not yet acquired magical equipment.

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Core Monster Statistics #

Every monster is defined by the following statistics
Armor ClassAC

Ascending AC — higher numbers are better. Represents how difficult the monster is to strike cleanly, reflecting speed, agility, and natural evasion. Most monsters have a fixed AC based on their natural body; the DM may adjust if the monster wears additional protection.

AC is evasion. It does not represent damage absorption — that is Armor Value.

Armor ValueAV

Damage absorption — how much impact the monster’s hide, scales, shell, or natural toughness reduces from each successful hit. Reduce damage dealt by the AV value. A minimum of 1 point always penetrates regardless of AV. Two values may be listed: melee AV and missile AV.

Hit DiceHD

Determines hit points and overall combat prowess. Roll the listed number of d8s for HP. “3+1” means roll 3d8 and add 1 HP. Size identifiers appear after HD: (S) Small · (M) Man-sized · (L) Large. Halfling characters gain standard defensive bonuses against Large creatures.

MoveMV

Two numbers: feet per 10-minute turn and (feet per round). Additional movement types — flying, swimming, climbing, burrowing — are listed separately. Encounter speeds (per round) are used in combat; turn speeds for overland travel and exploration.

Attack Roll BonusHR

Added to a d20 roll when attacking. The target number is the defender’s AC. A roll of d20 + HR equal to or greater than the defender’s AC means the attack hits. HR scales with HD and any special combat training.

Fortitude Roll / DefenseFR / FD

FR is added to a d20 when the monster initiates a Shove or Wrestling maneuver. FD is the target number against an opponent’s FR roll. FD = 10 + the higher of STR or CON modifier + Size modifier + any armor FD bonus.

Attacks and Damage

Number of attacks per round and damage each deals, listed in order. “2 claws/1 bite: 1d4/1d4/1d6” means two claw attacks dealing 1d4 each and one bite dealing 1d6. “By weapon” means the monster uses standard weapon damage.

No. AppearingNA

Two figures: dungeon encounters and (wilderness encounters). In dungeons, scale up if the monster’s HD is lower than the dungeon level; scale down if higher. Lair encounters may multiply by up to 5×, and up to 50% of lair inhabitants may be young or very old.

Save As

The character class and level used for saving throws. “F7” means the monster saves as a 7th-level Fighter. Unintelligent creatures typically save as Fighters of half their HD level. Some creatures save well above their HD, reflecting extraordinary magical resistance.

MoraleML

A rating from 2–12. When a Morale check is required, roll 2d6. If the result exceeds the Morale rating, the monster flees, surrenders, or disengages. Morale 12 never checks. Morale increases by 1–2 when defending a lair or fighting alongside a powerful leader.

Treasure TypeTT

A letter code corresponding to the treasure tables. Codes in parentheses indicate treasure carried by the individual monster; codes without parentheses indicate lair treasure. “Nil” means no treasure.

AlignmentAL

Lawful, Neutral, or Chaotic. Animals and unintelligent creatures are typically Neutral. Intelligent monsters may use their alignment as a language for communication. Alignment determines how a monster responds to Clerical magic and social encounters.

XP Value

Experience points awarded to the party for defeating the creature. The DM may scale up for unusually difficult lair encounters or down if defeated without real challenge.

Challenge RatingCR

CR 1–3 for 1st–2nd level parties · CR 5–8 for 4th–6th · CR 10–15 for 8th–12th · CR 16+ for high-level play. Each monster entry includes a CR justification explaining factors that raised or lowered the rating from the theoretical HD baseline.

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Intelligence (INT) #

Determines tactics, negotiation, spellcasting, and situational response · Scores 0–27

Intelligence determines what tactics the monster uses, whether it can be negotiated with, whether it uses spells, and how it responds to unusual situations. An unintelligent creature reacts on instinct alone; a highly intelligent one plans, deceives, and adapts.

Intelligence Tiers — Score → Category
0
No Intelligence
Unthinking automatons, slimes, oozes — pure stimulus-response.
1–2
Animal
Pure instinct and behavioral pattern — no reasoning capacity.
3–5
Low
Cunning animals; roughly a very young child; retain animalistic behavioral logic.
6–8
Semi-Intelligent
Understands simple concepts; limited language capability.
9–12
Average
Comparable to most humans — full language, basic tactics, negotiable.
13–15
High
Above-average reasoning; plans ahead, reads the battlefield, adapts mid-fight.
16–18
Exceptional
Sophisticated planning and judgment; capable of long-term strategy and deception.
19–20
Extraordinary
Intellect that transcends most mortal limits; masters complex systems and anticipates consequence chains.
21–23
Heroic
Rare even among the greatest mortal minds; capable of insights that reshape understanding.
24–27
Legendary
Near-divine cognition; perceives patterns invisible to lesser minds and operates on timescales mortals cannot comprehend.
Intelligence also governs Skill Slot development — INT 0: innate biological slots only · INT 9–12: social and tactical skills unlocked · INT 15+: full range of cognitive and social options available. See Skill Slots below.

Normal Animals #

Natural creatures without magical properties. Behave according to biological instinct. Prehistoric Animals are extinct species encountered in lost worlds or isolated environments.

Giant Animals #

Oversized versions of normal animals — larger, stronger, and more dangerous than their standard-sized counterparts, but following the same behavioral and biological rules.

Constructs (Enchanted) #

Artificial beings created through magic. Not alive in the biological sense:

  • Cannot be healed naturally — requires magic or creator repair
  • Immune to poison, disease, and all mental effects
  • Do not reproduce; no “young” constructs exist
  • Lesser: normal weapons work · Greater: require magical weapons

Dragon and Dragon-Kin #

Highly intelligent, typically winged reptiles with breath weapons and often spellcasting ability. Dragon-Kin includes related species (Hydras, Wyverns, Chimerae, Dragon Turtles) that share draconic heritage. See the Dragon Master Framework entry for universal rules.

Humanoids #

Bipedal creatures with roughly humanoid form. Standard Humanoids (man-sized or smaller) are affected by Charm Person. Giant Humanoids (Trolls, Giants, Ogres) are not — they are too large. Demihumans are non-human character races.

Lowlife #

Non-intelligent creatures of simple biological organization — insects, arachnids, slimes, oozes, fungi, and worms. Intelligence 0. Behaviors are entirely stimulus-response.

Monster #

A broad category for legendary or extraordinary creatures that do not fit other classifications. While some resemble animals or humanoids, their unique powers or origins set them apart.

Planar Monsters (Enchanted) #

Beings originating from planes other than the Prime Plane. Classified as Enchanted when encountered here and subject to Protection from Evil. Treasure is often “Special” — materials native to their home plane.

Undead #

Reanimated remains or spirits returned by supernatural forces. All undead:

  • Immune to Sleep, Charm, Hold, Feeblemind, and all mind-affecting spells
  • Immune to poison and disease
  • Can be Turned by Clerics
  • Spell-created undead are further classified as Enchanted
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Terrain #

Most common encounter habitat · Monsters may range beyond their listed terrain
TerrainDescription
CavernNatural caves and underground tunnel complexes
Cold / ArcticTundra, ice sheets, and snow-capped mountains
DesertArid barrens, rocky plains, and sand seas
Lost WorldIsolated prehistoric areas with extinct flora and fauna
MountainRough terrain including peaks, volcanoes, and high hills
OceanSaltwater environments, surface and underwater
River / LakeFreshwater environments, surface and underwater
OpenClear ground — grasslands, plains, and moors
RuinsAbandoned structures, dungeons, tombs, and graveyards
SettledHuman communities; generally cleared of monsters
SwampLow, wet ground — bogs, marshes, and fens
WoodsForests, jungles, and wooded hills
Load & Barding: Load specifies encumbrance capacity for mounts and pack animals — two numbers: max load at full speed and max load at half speed (10 cn = 1 lb). Barding Multiplier: multiply standard horse barding cost and weight by this number for the specific creature.

Combat Mechanics #

HR · AC · FR · FD · Combat Breath · The Eight Styles
Hit Roll vs. Armor Class

To attack, roll d20 and add HR. If the result equals or exceeds the target’s AC, the attack hits. Apply damage, then reduce by the target’s AV — minimum 1 damage always penetrates.

Fortitude Mechanics
Shove
Attacker rolls d20 + FR vs. defender’s FD. Success pushes the defender back one space and may knock them down (defender’s choice: go prone or be moved).
Wrestling
Attacker rolls d20 + FR vs. defender’s FD. Success grapples the defender, who loses their next attack action and may be thrown, pinned, or disarmed.
Size Modifiers
Large creatures add +4 to FD. Small creatures subtract −4 from FD.
Combat Breath (CB)

CB = HD + CON modifier. A combatant who has taken damage equal to or exceeding their CB is Winded — suffering −2 to all attack rolls and −1 to all saves until they rest for at least 1 round outside active combat. Constructs, undead, and creatures noted as not fatiguing do not use the CB mechanic.

The Eight Combat Styles

Hard Style #

Maximum force. Full commitment to each strike, sacrificing defense for offensive power. Power strikes, pushing through defenses, resistance to knockdown. Most common among large, powerful monsters.

Soft Style #

Redirection and deflection. Uses the opponent’s force against them by yielding and redirecting momentum. Redirects charges, throws opponents who miss. Uncommon but appears in intelligent humanoid fighters.

Linear Style #

Penetrating attacks in a straight line, driving directly through opponent defenses. Reduces defender’s effective AV, charging attacks with extra force. Appears in creatures using tusks, horns, or direct-charge attacks.

Circular Style #

Sweeping, wide-arc attacks using momentum and rotation to cover wide areas. Hits multiple adjacent opponents. Appears in multi-limbed creatures and those with tails or wings.

Reactive Style #

Counter-attacks and response. Responds to opponent actions rather than initiating. Counter-attacks when opponents miss, response strikes on blocks. Appears in ambush predators and tactical fighters.

Proactive Style #

Tactical setup and positioning. Sets up conditions before committing — feints that force saves, actions reducing opponent options. Appears in intelligent predators and high-INT monsters.

Control Style #

Restraint and positioning over damage. Focuses on grappling, disarming, pinning, and maneuvering. Less raw damage but denies opponents the ability to act. Appears in creatures that subdue rather than kill.

Internal Style #

Mind over body. Uses WIS or INT in place of STR for HR and damage calculations. Attacks that disorient rather than injure. Rare — appears in highly intelligent or magically focused creatures.

Martial Ranks
Basic
Core attack and defense only
Skilled
2–3 signature techniques fluently
Expert
Full technique suite, comprehensive exploitation
Master
Most powerful techniques; combines secondary styles
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Special Attacks #

Most allow a saving throw to avoid or reduce their effect
Acid
Deals damage as listed. Non-magical metal and organic items in contact with acid may be destroyed on a failed Save vs. Spells. Some acid attacks have ongoing damage from residual acid requiring action to neutralize.
Breath Weapon
A natural exhalation attack (fire, acid, cold, lightning, gas, poison, steam). Damage equals the creature’s current HP unless otherwise specified. Save vs. Dragon Breath for half damage. Not spells; not blocked by general spell immunity.
Charge
If the monster moves at least 20 ft (indoors) or 20 yards (outdoors) in a straight line before attacking, it deals double damage on a hit and gains +2 HR on the charge attack.
Charm
Target must Save vs. Spells or treat the monster as a trusted friend, exactly as per Charm Person. The effect ends immediately if the monster dies.
Continuous Damage
After the initial successful attack, certain monsters deal automatic damage every subsequent round without additional attack rolls — constricting snakes, blood-draining creatures, swallowed victims. Cannot be avoided without escaping the hold.
Disease
Save vs. Poison. Failure: 25% chance of death within 1d6 days; victim must rest completely or the chance rises to 50%. Magical healing does not cure it — only Remove Disease or equivalent Clerical magic.
Energy Drain
No saving throw. Victim immediately loses 1–2 experience levels including all associated HP, spells, and abilities. XP drops to the midpoint of the new lower level. A 1st-level character killed by energy drain rises as undead under the attacker’s control within 24–72 hours.
Paralysis
Save vs. Paralysis or become completely unable to move or act. The character is conscious but helpless. Most paralysis lasts 2d4 turns unless magically cured. Remove Paralysis (Cleric) ends the effect immediately.
Petrification
Save vs. Turn to Stone or be transformed into a stone statue along with all carried equipment. The victim is conscious inside the stone. Stone to Flesh reverses the effect if cast within a reasonable time period.
Poison
Save vs. Poison or die. Optional rule: 1d6 damage per HD of the source creature; a successful save halves this rather than eliminating it. The DM determines which rule applies to the campaign.
Spell Ability
The monster casts spells as a caster of its HD level unless otherwise specified. Most monster spell abilities are innate — no study or memorization required. “At will” means usable every round with no daily limit unless noted.
Swallow Whole
Occurs on the attack roll noted (typically 18–20 or 20). Each round inside: automatic damage, plus Save vs. Death Ray or paralysis. If not paralyzed, the victim may attack from inside at −4 HR (typically AC 13, AV 0). A victim killed inside is fully digested and unrecoverable after 1 turn.
Swoop
A flying creature diving to attack. If the target is surprised, double damage is dealt on a hit. If the attack roll is 18 or better, the attacker may attempt to carry the victim away (FR vs. FD to lift and carry).
Trample
A Large or larger creature moving through smaller opponents. Large monsters gain +4 HR against man-sized or smaller targets. Victims may Save vs. Dragon Breath to dive aside for half damage. Herd stampedes may deal 1d20 damage through sheer mass.
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Special Defenses #

Weapon immunity · Spell immunity · Skill Slots
Weapon Immunity

Creatures marked with an asterisk (*) next to their name require magical weapons to damage. Normal weapons — including silver — deal zero damage. The immunity level varies:

Magic Required #

Any magical weapon (+1 or better) deals damage.

+2 Required #

Weapons of +1 enchantment deal zero damage; +2 or better required.

+3 Required #

Only weapons of +3 enchantment or higher deal damage.

+4 Required #

Only weapons of +4 enchantment or higher deal damage.

The DM should not deploy high-immunity creatures against parties that cannot meet the threshold — this creates an unresolvable encounter.
Spell Immunity
Type Immunity
Undead are immune to Sleep, Charm, Hold, and Feeblemind. Fire creatures are immune to fire. Cold creatures are immune to cold. All listed in each individual entry.
Level Immunity
“Immune to spells of 4th level or below” means 1st–4th level spells have no effect. 5th level and above work normally.
Scope
Spell immunity extends to spell-like effects from wands, staves, and magical items that duplicate the immune spell’s effect.
Dragon Breath Exception
Dragon breath weapons are natural physical abilities, not magical spell effects. Generally not blocked by spell immunity unless the entry specifically states otherwise.
Skill Slots

Each monster has Skill Slots determined by HD and special ability count. Slots represent trained capabilities beyond raw combat statistics — techniques, innate powers, knowledge, and behavioral specializations.

Base Allocation
4 slots for 1–8 HD · +5 slots at 9 HD · +1 slot per HD above 9 · +5 bonus slots at 20 HD · +5 bonus slots at 30 HD · +1 slot per asterisk (*)
Intelligence Cap
INT 0: innate biological slots only · INT 9–12: social and tactical skills unlocked · INT 15+: full range of cognitive and social skill options available
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Encounter Structure #

Lair · Wilderness · Reaction Rolls
Lair vs. Wilderness

The No. Appearing entry gives two figures. The first is the dungeon/wilderness encounter number — monsters away from their home. The second (in parentheses) is the lair encounter number — the full community including leaders, young, and support members. Morale increases by 1–2 in lair encounters, and the full social hierarchy of the group is present.

Reaction Rolls — 2d6

Not every monster encounter is combat. The DM may roll 2d6 to determine initial reaction. Modifiers apply based on party behavior, alignment, gifts, language spoken, and species relationships.

2–3
Immediately hostile
4–5
Unfriendly — likely to attack
6–8
Uncertain — observing the party
9–10
Indifferent — not interested in fighting
11–12
Friendly or curious

Class #

Roll 1d12
RollClass
1–2Cleric
3–6Fighter
7–8Magic-User
9–10Guildsman
11Druid
12Mystic

Alignment #

Roll 1d6
RollAlignment
1–3Lawful
4–5Neutral
6Chaotic

Reasons for Appearing #

Roll 1d8
RollSituation
1Alone and injured — survived a failed expedition; desperately seeking help
2Bait — charmed or controlled by a monster; attempting to lure the party into an ambush
3Escaping — fleeing captivity with little gear; captor may be in pursuit
4Looking for a friend — searching for a companion who vanished in the area
5Looking for an item — on a quest for a treasure or artifact known to be nearby
6Not what they seem — actually a shapeshifter (Lycanthrope, Doppelganger, Gold Dragon, etc.)
7Running away — actively fleeing a monster that is very likely right behind them
8Sole survivor — the remains of their party lie nearby; this person is the only one left
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Monster Frequency #

Guides how often a creature type appears in a campaign
Common
Regular encounters; part of standard dungeon and wilderness population
Rare
Used occasionally to maintain impact and surprise
Very Rare
Reserved for carefully planned encounters or extraordinarily remote locations
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Updated on April 9, 2026