1st & 2nd Editon Adventures

The Cloaked Shield

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DUNGEONS MASTERS SCREEN COMBAT AND SAVINGS THROW TABLES

ATTACK MATRIX FOR MONSTERS (Including Goblins, Hobgoblins, Kobolds, and Orcs)

Opponent AC

20-sided Die Scoe to Hit by Monster's Hit Dice Number

 
 up to 1-1
 1-1
 1
 1+
 2-3+
 4-5+
 6-7+
 8-9+
 10-11+
 12-13+
 14-15+
 16+
-10
-9
-8
26
25
24
25
24
23
24
23
22
23
22
21
21
20
20
20
20
20
20
20
20
20
20
20
20
19
18
19
18
17
18
17
16
17
16
15
-7
-6
-5
23
22
21
22
21
20
21
20
20
20
20
20
20
20
20
20
20
20
20
19
18
19
18
17
17
16
15
16
15
14
15
14
13
14
13
12
-4
-3
-2
20
20
20
20
20
20
20
20
20
20
20
20
20
19
18
19
18
17
17
16
15
16
15
14
14
13
12
13
12
11
12
11
10
11
10
9
-1
0
1
20
20
20
20
20
19
20
19
18
19
18
17
17
16
15
16
15
14
14
13
12
13
12
11
11
10
9
10
9
8
9
8
7
8
7
6
2
3
4
19
18
17
18
17
16
17
16
15
16
15
14
14
13
12
13
12
11
11
10
9
10
9
8
8
7
6
7
6
5
6
5
4
5
4
3
5
6
7
16
15
14
15
14
13
14
13
12
13
12
11
11
10
9
10
9
8
8
7
6
7
6
5
5
4
3
4
3
2
3
2
1
2
1
0
8
9
10
13
12
11
12
11
10
11
10
9
10
9
8
8
7
6
7
6
5
5
4
3
4
3
2
2
1
0
1
0
-1
0
-1
-2
-1
-2
-3

Note: Any plus above +3 equals another hit die;i.e. 6+6 equals 7 hit dice.

Missiles: -5 at long range, -2 at medium range.

SAVING THROW MATRIX FOR CHARACTERS AND HUMAN TYPES

 

Attacks to be Saved Against

Character Class and
Experience Level
Paralyzation,
Poison or 
Death Magic 
Petrification
or Polymorph* 
 Rod, Staff
or Wand
 Breath
Weapon**
 Spell***

Clerics a.

    1-3
    4-6
    7-9
    10-12
    13-15
    16-18
    19+


    10
    9
    7
    6
    5
    4
    2
     
    13
    12
    10
    9
    8
    7
    5
     
    14
    13
    11
    10
    9
    8
    6
     
    16
    15
    13
    12
    11
    10
    8
     
    15
    14
    12
    11
    10
    9
    7
     Fighters b.
    0
    1-2
    3-4
    5-6
    7-8
    9-10
    11-12
    13-14
    15-16
    17+

    16
    14
    13
    11
    10
    8
    7
    5
    4
    3

    17
    15
    14
    12
    11
    9
    8
    6
    5
    4
     
    18
    16
    15
    13
    12
    10
    9
    7
    6
    5
     
    20
    17
    16
    13
    12
    9
    8
    5
    4
    4
     
    19
    17
    16
    14
    13
    11
    10
    8
    7
    6
    Magic-Users c.
    1-5
    6-10
    11-15
    16-20
    21+
     
    14
    13
    11
    10
    8
     
    13
    11
    9
    7
    5
     
    11
    9
    7
    5
    3
     
    15
    13
    11
    9
    7
     
    12
    10
    8
    6
    4
    Thieves d.
    1-4
    5-8
    9-12
    13-16
    17-20
    21+
     
    13
    12
    11
    10
    9
    8
     
    12
    11
    10
    9
    8
    7
     
    14
    12
    10
    8
    6
    4
     
    16
    15
    14
    13
    12
    11
     
    15
    13
    11
    9
    7
    5

    *Excluding polymorph wand attacks.

    **Excluding those which cause petrification or polymorph.

    ***Excluding those for which another saving throw type is specified, such as death,       petrification, polymorph, etc.



    a. Includes Druids.

    b. Includes Paladins, Rangers, and 0 level types.

    c. Includes Illusionists

    d. Includes Assassins and Monks




    N.B.:A roll of 1 is always failure, regordless of magical protections, spells, or any other reasons which indicate to the contrary.


    Multi-class characters, characters with two classes, and bards check the matrix for each class possessed, and use the most favorable result for the type of attack being defended against.

    SAVING THROW MATRIX FOR MONSTERS

    A. All monsters use the matrix for characters.


    B. Hit dice equate to Experience level, with additional pluses in hit points moving        the creature upwards by one hit die. Further die levels are added for each   increment of four additional points. Therefore, for the purpose of determining  saving throw levels, i + 1 through 1 + 4 hit dice becomes 2, 1 + 5 through 1 + 8  becomes 3,2 + 1 through 2 + 4 also becomes 3,2 + 5 through 2 + 8 becomes 4,  etc.


    C. Most monsters save as fighters, except:

    1. Those with abilities of other character classes goin the benefit of the most favorable saving throw score, i.e. be it cleric or magicuser or thief.


    2. Those with no real offensive fighting capabilities save according to their area of ability -- cleric, magic-user, thief, etc.


    D. Non-intelligent creatures save at an Experience Level equal to one-half their hit dice, rounded upwards, except with regard to poison or death magic.

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