How to Read Monster Descriptions #
Skills-Based BECMI · Bestiary Reference · Read once before using monster entries
Special Designations #
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.
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.
Core Monster Statistics #
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Intelligence (INT) #
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.
Monster Types #
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
Terrain #
| Terrain | Description |
|---|---|
| Cavern | Natural caves and underground tunnel complexes |
| Cold / Arctic | Tundra, ice sheets, and snow-capped mountains |
| Desert | Arid barrens, rocky plains, and sand seas |
| Lost World | Isolated prehistoric areas with extinct flora and fauna |
| Mountain | Rough terrain including peaks, volcanoes, and high hills |
| Ocean | Saltwater environments, surface and underwater |
| River / Lake | Freshwater environments, surface and underwater |
| Open | Clear ground — grasslands, plains, and moors |
| Ruins | Abandoned structures, dungeons, tombs, and graveyards |
| Settled | Human communities; generally cleared of monsters |
| Swamp | Low, wet ground — bogs, marshes, and fens |
| Woods | Forests, jungles, and wooded hills |
Combat Mechanics #
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.
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.
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.
Special Attacks #
Special Defenses #
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.
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.
Encounter Structure #
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.
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.
NPC Generation #
Class #
| Roll | Class |
|---|---|
| 1–2 | Cleric |
| 3–6 | Fighter |
| 7–8 | Magic-User |
| 9–10 | Guildsman |
| 11 | Druid |
| 12 | Mystic |
Alignment #
| Roll | Alignment |
|---|---|
| 1–3 | Lawful |
| 4–5 | Neutral |
| 6 | Chaotic |
Reasons for Appearing #
| Roll | Situation |
|---|---|
| 1 | Alone and injured — survived a failed expedition; desperately seeking help |
| 2 | Bait — charmed or controlled by a monster; attempting to lure the party into an ambush |
| 3 | Escaping — fleeing captivity with little gear; captor may be in pursuit |
| 4 | Looking for a friend — searching for a companion who vanished in the area |
| 5 | Looking for an item — on a quest for a treasure or artifact known to be nearby |
| 6 | Not what they seem — actually a shapeshifter (Lycanthrope, Doppelganger, Gold Dragon, etc.) |
| 7 | Running away — actively fleeing a monster that is very likely right behind them |
| 8 | Sole survivor — the remains of their party lie nearby; this person is the only one left |
Monster Frequency #
Monsters in the Forge #
- Acolyte
- Actaeon
- Adapter
- Aerial Servant (Haoou)
- Anhkheg
- Animal Herd
- Ant, Giant
- Ape: Snow
- Ape, White
- Archon
- Athach
- Baboon, Rock
- Bandit
- Basilisk
- Bat: Normal, Giant, Vampire
- Bear: Black, Grizzly, Polar, Cave
- Bee, Giant
- Beetle, Giant: Fire, Oil, Tiger
- Beholder
- Beholder, Undead
- Berserker
- Black Ball (Deadly Sphere)
- Black Pudding
- Blast Spore
- Blink Dog
- Boar: Normal, Great
- Bugbear
- Caecilia
- Camel
- Carrion Crawler
- Cat, Giant: Cheetah, Lion, Mountain Lion, Panther, Sabre-tooth Tiger, Tiger
- Catoblepas
- Centaur
- Centipede, Giant
- Chimera
- Cockatrice
- Crab, Giant
- Devil Swine
- Dinosaur: Allosaurus, Ankylosaurus, Brontosaurus, Crocodilus, Paleocincus, Plesiosaurus, Pteranodon, Stegosaurus, Triceratops, Tyrannosaurus Rex
- Displacer Beast
- Djinni: Lesser, Greater
- Doppelganger
- Dragon: Chromatic and Gold
- Dragon Turtle
- Dryad
- Dwarf
- Efreeti: Lesser, Greater
- Elemental: Air, Earth, Fire, Water
- Elephant
- Elf
- Ettin
- Ferret, Giant
- Fish, Giant: Bass, Piranha, Rockfish, Sturgeon
- Fly, Giant: Carnivorous, Bluebottle
- Gargoyle
- Gelatinous Cube
- Ghoul
- Giant: Cloud, Fire, Frost, Hill, Mountain, Sea, Storm
- Gnoll
- Gnome
- Goblin
- Golem: Amber, Bone, Bronze, Wood
- Gorgon
- Gray Ooze
- Green Slime
- Griffin
- Halfling
- Harpy
- Haunt
- Hellhound
- Herd Animal
- Hippogriff
- Hobgoblin
- Hydra
- Invisible Stalker
- Jellyfish, Giant: Narcotic, Paralytic
- Kobold
- Lamia
- Leech, Giant
- Lich
- Living Statue: Crystal, Iron, Rock
- Lizard, Giant: Draco, Foot-pad, Gecko, Horned Chameleon, Tuatara
- Lizard Man
- Locathah
- Lycanthrope: Werebear, Wereboar, Wererat, Weretiger, Werewolf
- Manticore
- Mastodon
- Medusa
- Men: Acolyte, Bandit, Berserker, Brigand, Buccaneer, Medium, Merchant, Noble, Nomad, Pirate, Trader, Veteran
- Merman
- Mimic
- Minotaur
- Mule
- Mummy
- Neanderthal
- Nightshade: Nightcrawler, Nightwalker, Nightwing
- Nixie
- Ochre Jelly
- Octopus, Giant
- Ogre
- Orc
- Owl, Giant
- Owlbear
- Pegasus
- Pixie
- Pterosaur
- Rakshasa
- Rat: Normal, Giant
- Rhagodessa
- Rhinoceros
- Robber Fly
- Roc
- Rust Monster
- Salamander: Flame, Frost
- Scorpion, Giant
- Sea Serpent
- Shadow
- Shark
- Shrieker
- Skeleton
- Snake: Crystal Snake, Green Pit Viper, Racer, Rattler, Rock Python, Sea Snake
- Spectre
- Spider, Giant: Black Widow, Crab Spider, Tarantella
- Sprite
- Stirge
- Svirfneblin
- Thoul
- Toad, Giant
- Treant
- Troglodyte
- Troll
- Unicorn
- Vampire
- Weasel, Giant
- Whale: Killer, Narwhal, Sperm
- Wight
- Will-o-the-Wisp
- Wolf: Normal, Dire
- Wraith
- Wyvern
- Yellow Mold
- Zombie
