Undead Turning Table -------------------- Type Lvl1 Lvl2 Lvl3 Lvl4 Lvl5 Lvl6 Lvl7 Lvl8 Lvl9 Lvl10 Lvl11+ ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ----- ----- Skeleton 7 T T D D D D D D D D Zombie 9 7 T T D D D D D D D Ghoul 11 9 7 T T D D D D D D Wight N 11 9 7 T T D D D D D Wraith N N 11 9 7 T T D D D D Mummy N N N 11 9 7 T T D D D Spectre N N N N 11 9 7 T T D D Vampire N N N N N 11 9 7 T T D (OD&D table goes up to lvl 8, B/X table goes up to lvl 11+) Numbers are the score to match or exceed in order to turn away, rolled with 2D6. T = Monster TURNED (held at bay), up to 2D6 in number. D = DEPART the area, up to 2D6 in number. N = No Effect * The Cleric must STRONGLY present a holy symbol or an item which is repellent to the creature(s) he is trying to turn. If a creature is TURNED, it will recoil from the symbol and remain out of melee range of the Cleric. As the symbol must be presented forcefully in front of the Cleric to be effective, the creature(s) MAY try and get around behind for a flanking attack, requiring the Cleric to keep pivoting to place the holy symbol between himself and the creature(s). If the Cleric is 7th level or above, TURNED undead will not try this and will stay at least 20' away if at all possible. On the table where a 'D' is indicated, this means the creature(s) DEPART the area and do not return. They may, of course, be encountered again elsewhere in the dungeon. * If the Cleric is successful on their first attempt to turn undead, and any more remain, they may try again. Once an attempt at turning fails, no further attempts may be made in that encounter (the exception to this being a new group of undead arriving on the scene).