MONSTER NOTES ------------- * Creatures which can only be hit by magical weapons can also be hit with weapons made entirely of silver (or even iron weapons in some cases). * Most monsters use a D6 for HD. Some monsters may use larger dice for HD to simulate the fact that they are very tough without necessarily giving them a higher attack bonus that comes from having a larger number of HD. (Dragons might have both a large number of HD AND larger dice for determining hit points). * Monsters attack once for each hit die against 'normal men', the same as Characters do. So, a Frost Giant with 8HD would attack 8 times in a single round when fighting 'normal men'. * A number of humanoid monsters have shaman/witchdoctor types among them (orks, goblins, hobgoblins, bugbears, lizardmen, giants, troglodytes, and others). These spellcasters can be up to 7th level in ability and employ a useful mix of magic-user, clerical, and druidic spells. * Ghoul paralysis lasts D4 turns if the Saving Throw is failed. Anyone with a CON less than 13 must make a system shock roll to survive. Chance of survival with a 12 CON is 90%, with an 11 it's 80%, 10 is 70%, etc. At 4th level characters are immune to ghoul paralysis and can cancel the paralysis in others they touch. * If a PC is killed by a ghoul, they become a ghoul. * Death at the hands of a lycanthrope turns you into one. * When you look at the eyes of a basilisk, if you don't make a saving throw you are turned to stone. ----------------------------------------------------------------------------- PURSUING MONSTERS ----------------- Monsters will automatically attack and/or pursue any characters they "see", with the exception of those monsters which are intelligent enough to avoid an obviously superior force. There is no chance for avoiding if the monster has surprised the adventurers and is within 20 feet, unless the monster itself has been surprised. If the adventurers choose to flee, the monster will continue to pursue in a straight line as long as there is not more than 90 feet between the two. When a corner is turned or a door passed through or stairs up or down taken the monster will only continue to follow if a 1 or a 2 is rolled on a 6-sided die. If a secret door is passed through the monster will follow only on a roll of 1. Distance will open or close dependent upon the relative speeds of the two parties, men according to their encumberance and monsters according to the speed given. Burning oil will deter many monsters from continuing pursuit. Edible items will have a small likelihood (10%) of distracting intelligent monsters from pursuit. Semi-intelligent monsters will be distracted 50% of the time. Nonintelligent monsters will be distracted 90% of the time by food. Treasure will have the opposite reaction as food, being more likely to stop intelligent monsters. Random Actions by Monsters: Other than in pursuit situations, the more intelligent monsters will act randomly according to the results of the score rolled on two (six-sided) dice: 2 - 5 negative reaction 6 - 8 uncertain reaction 9 - 12 positive reaction