TEXT: This PDF contains the endpapers from the printed edition of this book. These pages are 
  provided to PDF customers for use as reference sheets.
  Text and design © Gavin Norman 2020. Illustration © Chris Malec 2020. 
  Old-School Essentials is a trademark of Necrotic Gnome.
  A D VA N C E D  F A N T A S Y
  Monsters
  Monsters
  pre-release v0.15
  
  Attack Matrix by Monster HD or THAC0
  Attack Roll to Hit AC
  Monster HD
  THAC0
  –3
  –2
  –1
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  Normal H
  20 [–1]
  20
  20
  20
  20
  19
  18
  17
  16
  15
  14
  13
  12
  11
  Up to 1
  19 [0]
  20
  20
  20
  19
  18
  17
  16
  15
  14
  13
  12
  11
  10
  1+ to 2
  18 [+1]
  20
  20
  19
  18
  17
  16
  15
  14
  13
  12
  11
  10
  9
  2+ to 3
  17 [+2]
  20
  19
  18
  17
  16
  15
  14
  13
  12
  11
  10
  9
  8
  3+ to 4
  16 [+3]
  19
  18
  17
  16
  15
  14
  13
  12
  11
  10
  9
  8
  7
  4+ to 5
  15 [+4]
  18
  17
  16
  15
  14
  13
  12
  11
  10
  9
  8
  7
  6
  5+ to 6
  14 [+5]
  17
  16
  15
  14
  13
  12
  11
  10
  9
  8
  7
  6
  5
  6+ to 7
  13 [+6]
  16
  15
  14
  13
  12
  11
  10
  9
  8
  7
  6
  5
  4
  7+ to 9
  12 [+7]
  15
  14
  13
  12
  11
  10
  9
  8
  7
  6
  5
  4
  3
  9+ to 11
  11 [+8]
  14
  13
  12
  11
  10
  9
  8
  7
  6
  5
  4
  3
  2
  11+ to 13
  10 [+9]
  13
  12
  11
  10
  9
  8
  7
  6
  5
  4
  3
  2
  2
  13+ to 15
  9 [+10]
  12
  11
  10
  9
  8
  7
  6
  5
  4
  3
  2
  2
  2
  15+ to 17
  8 [+11]
  11
  10
  9
  8
  7
  6
  5
  4
  3
  2
  2
  2
  2
  17+ to 19
  7 [+12]
  10
  9
  8
  7
  6
  5
  4
  3
  2
  2
  2
  2
  2
  19+ to 21
  6 [+13]
  9
  8
  7
  6
  5
  4
  3
  2
  2
  2
  2
  2
  2
  21+ or >
  5 [+14]
  8
  7
  6
  5
  4
  3
  2
  2
  2
  2
  2
  2
  2
  Monster Saving Throws
  Hit Dice
  Death
  Wands
  Paralysis
  Breath
  Spells
  Normal Human
  14
  15
  16
  17
  18
  1–3
  12
  13
  14
  15
  16
  4–6
  10
  11
  12
  13
  14
  7–9
  8
  9
  10
  10
  12
  10–12
  6
  7
  8
  8
  10
  13–15
  4
  5
  6
  5
  8
  16–18
  2
  3
  4
  3
  6
  19–21
  2
  2
  2
  2
  4
  22 or more
  2
  2
  2
  2
  2
  Monster Morale: Roll 2d6
  Result: Higher than morale score: mon-
  ster surrenders or flees.
  When to check: First death on side; side 
  half incapacitated.
  Morale scores of 2 or 12: Score of 2: 
  Never fights (unless cornered). Score of 
  12: Never checks morale.
  Monster Reactions: Roll 2d6
  CHA modifier: Of interacting PC applies.
  Monster Reaction Roll
  2d6
  Result
  2 or less
  Hostile, attacks
  3–5
  Unfriendly, may attack
  6–8
  Neutral, uncertain
  9–11
  Indifferent, uninterested
  12 or more
  Friendly, helpful
  
  Game Statistics
  Armour Class (AC)
  The monster’s ability to avoid damage.
  Ascending AC: The optional AAC score 
  is listed afterwards in square brackets.
  Hit Dice (HD)
  The number of d8s rolled to determine an 
  individual’s hit points.
  Asterisks: The number of special abilities 
  the monster has, for XP calculation.
  Modifiers: Modifiers to the HD (e.g. +3, 
  –1) are applied after rolling hit points.
  Fractional Hit Dice: Some monsters are 
  listed as having less than one HD, either 
  as ½ (roll 1d4) or as a fixed number of hp.
  Average hit points: The average hit point 
  value is listed in parentheses.
  Attacks Usable Per Round (Att)
  The attacks that the monster can use 
  each round, with the inflicted damage in 
  parentheses.
  Alternative attack routines: Square 
  brackets are used to distinguish between 
  alternative attack routines that a monster 
  may choose from.
  Saving Throw Values (SV)
  The monster’s saving throw values: D: 
  Death/poison; W: Wands; P: Paralysis/
  petrification; B: Breath attacks; S: Spells/
  rods/staves.
  Save as HD: The HD at which the mon-
  ster saves is listed in parentheses (NH in-
  dicates that it saves as a normal human).
  Attack Roll “to Hit AC 0” (THAC0)
  The monster’s ability to hit in combat, 
  indicating which row of the attack matrix 
  it uses when attacking.
  Attack bonus: The monster’s attack 
  bonus (required when using the optional 
  rule for Ascending AC) is listed after-
  wards in square brackets.
  Movement Rate (MV)
  The speed at which the monster can 
  move. (Encounter movement rate noted 
  in parentheses.)
  Modes of movement: If the monster 
  has multiple modes of movement (e.g. 
  walking, flying, climbing), they are listed 
  individually, separated by slashes.
  Morale Rating (ML)
  The monster’s likelihood to flee in battle.
  Alignment (AL)
  The monster’s affiliation to Law, Neutrali-
  ty, or Chaos.
  XP Award (XP)
  Pre-calculated XP award for the monster.
  Number Appearing (NA)
  The number of monsters encountered in 
  the dungeon or wilderness/lairs.
  Treasure Type (TT)
  The letter code used to determine the 
  treasure possessed by the monster(s).
  Infravision
  All non-human monsters have infravi-
  sion to 60’ (unless specified otherwise).
  Languages
  20% of intelligent monsters speak Com-
  mon (unless specified otherwise).
  Persons
  The following monsters in this book are 
  classified as “persons”, for the sake of 
  magical effects: brownie, dark creeper, 
  deep one, drow, duergar, gullygug, sea 
  hag, homunculus, leprechaun, mutoid, 
  mycelian, sahuagin, svirfneblin, triton.
  
  Less than 1 HD
  Brownie
  Gas spore
  Leprechaun
  Rot grub
  1 HD
  Dark creeper
  Dog, hunting
  Drow
  Duergar
  Frog, giant mutant
  Frog, giant poisonous
  Gullygug
  Mutoid
  Mycelian
  Piercer
  Svirfneblin
  2 HD
  Brown mould*
  Coffer corpse*
  Dog, war
  Dog, wild
  Fish, giant electric eel
  Homunculus
  Locathah
  Necrophidius
  Piercer
  Poltergeist*
  Pseudo-dragon
  Sahuagin
  Toad, giant poisonous
  3 HD
  Ankheg
  Deep one
  Fish, giant swordfish
  Hag, sea
  Piercer
  Seahorse, giant
  Spider, giant aquatic
  Spider, giant aranea
  Strangle weed
  Triton
  Violet fungus
  Water fiend
  4 HD
  Ankheg
  Fish, giant pike
  Flail snail
  Ghast
  Gibbering mouther
  Gorilla
  Hippocampus
  Jackalwere*
  Jellyfish, giant
  Merrow
  Peryton*
  Piercer
  Spawn of the worm
  Wasp, giant
  Yeti
  5 HD
  Ankheg
  Caryatid column
  Disenchanter*
  Hook beast
  Krell
  Lamprey, giant
  Satyr
  Slithering tracker
  Spider, giant phase
  Toad, giant frost
  6 HD
  Amphisbaena
  Ankheg
  Drider
  Leucrocotta
  Lizard, giant subterranean
  Mantid
  Nightmare
  Otyugh
  Snake person
  Will-o’-the-wisp*
  Winter wolf
  7 HD
  Ankheg
  Banshee*
  Catoblepas
  Dragon, brass
  Lizard, giant flame
  Otyugh
  Rakshasa*
  Remorhaz
  Xorn
  8 HD
  Ankheg
  Dragon, copper
  Dragonne
  Hag, black
  Hippopotamus, normal
  Lizard, giant monitor
  Mind lasher
  Otyugh
  Remorhaz
  Revenant*
  Scorpionoid
  
  9 HD
  Bulette
  Couatl
  Dragon, bronze
  Golem, flesh*
  Lamia
  Malfyr*
  Mimic
  Remorhaz
  Shambling mound
  10 HD
  Demonic knight
  Dragon, silver
  Ettin
  Ghost*
  Hippopotamus, 
  behemoth
  Hulker
  Lurker above
  Mantis, giant
  Remorhaz
  Turtle, giant snapping
  11 HD
  Eye of terror
  Golem, clay*
  Lich*
  Remorhaz
  12 HD
  Remorhaz
  Roper*
  Slug, giant
  Sphinx*
  Trapper
  13 HD
  Eye of the deep
  Remorhaz
  14 HD
  Golem, stone*
  Remorhaz
  Sea serpent (greater)
  15 HD
  Djinni (greater)*
  Turtle, giant sea
  16 HD
  Dragon, multichromatic
  18 HD
  Golem, iron*
  20 HD
  Efreeti (greater)*
  Phoenix*
  Titan
  36 HD
  Tarrasque*
  * Monster cannot be 
  harmed by mundane 
  weapons. Magic or silver 
  required.
  
SOURCE: textdata/thevault/Old-School Essentials BX Essentials/Old-School Essentials Advanced Fantasy/Old-School Essentials Advanced Fantasy Monsters Endpapers [v0.15].pdf