Attack and Saving Throw Matrices for Monsters
Most monsters use the attack matrices of fighters. The GM should convert the monster's Hit Dice to a level equivalent according to the following guidelines:
Monster HD | Equivalent Level |
---|---|
Up to 1-1 | 0 |
1-1 | 1 |
1 | 2 |
1+1 to 2 | 3 |
2+1 to 3 | 4 |
3+1 to 4 | 5 |
4+1 to 5 | 6 |
5+1 to 6 | 7 |
6+1 to 7 | 8 |
7+1 to 8 | 9 |
8+1 to 9 | 10 |
9+1 to 10 | 11 |
10+1 to 11 | 12 |
11+1 to 12 | 13 |
12+1 to 13 | 14 |
13+1 to 14 | 15 |
14+1 to 15 | 16 |
15+1 to 16 | 17 |
16+1 to 17 | 18 |
17+1 to 18 | 19 |
18+1 to 19 | 20 |
19+1 or higher | 21 |
The above table is also used to determine the monster's saving throws. Most monsters will save as fighters, but the GM should use discretion in following this guideline; in cases where the monster clearly possesses the abilities of another class, consideration should be given to using that matrix instead. (A good example might be a goblin shaman, which could save as a cleric instead of a fighter.)
In the case of powerful monsters that duplicate the abilities of several classes, the most favourable table should be used. (For example, a spell-casting dragon might save as a magic user or a fighter, whichever is better.) The level at which monsters cast spells is also normally determined by their hit dice unless the creature's description indicates otherwise. For example, a magic-using dragon with 11 HD would cast spells as a 12th level spell caster.
Huge but unintelligent creatures may have their equivalent level reduced for the purposes of saving throws, subject to the GM's discretion; creatures such as dinosaurs would be appropriate for this. On rarer occasions, it may also make sense to reduce the creature's effective level for the purposes of attack tables also; this might apply to a herbivorous dinosaur, for example.
Please note that certain creatures have a special bonus to their effective attack level. Stirges, for example, are creatures with 1+1 hit die that attack as equivalent level 5.
Generally, the GM should take account of situations such as positional bonuses. For example, where a group of monsters is attacking the party from a height advantage using spears, the GM may well wish to increase their effective equivalent level by 1.