AD&D 1E A Long Thread about the Weapon's vs. AC Table

Celebrim

Legend
Perhaps because everyone is talking about that fight scene in “Knight of the Seven Kingdoms” and the fact that I’ve been thinking a lot about what I wish I had used for rules in the 1980’s and 1990’s, it’s only natural that I’ve started thinking a lot about the much maligned “Weapon vs. AC Modifier” originally on page 38 of the 1e AD&D Player’s Handbook.

The “Weapon vs. AC Modifier” table has been always something most people ignored. I ignored it for the first 8-10 years I was playing. Sometime in the early 1990s I started to get uncomfortable with the rules of AD&D, because the release of 2nd edition AD&D really for the first time had forced me to think about the rules and the way I played and the results of those rules on play. Deciding whether or not 2nd edition AD&D was an improvement or a downgrade and picking and choosing what to take made me spend time reading the rules in a way I’d never really done before, and playing with a new group as a player on a long term basis had opened my eyes to different ways to play. I’d also gotten access to Dragon by this time and begun reading the magazine in a more thorough manner than just picking it off the shelf at B. Dalton book stores and glancing through it.

When I finally did pay attention to the weapon vs. AC modifier table, I liked what it was doing a lot. But like the few people who had paid attention to it, I figured out almost immediately that wanting to apply it to your game and actually applying it to your game would be two different things. Despite a lot of hints that many monster designers were aware of this table and its impact on the game, there wasn’t really anything like universal support for the table. Most designers were ignoring it as well. AD&D’s MM2 had been a significant improvement in presentation and sometimes clarity over the first MM, but it hadn’t really addressed this issue. And 2e largely ignored it, with only an optional rule that didn’t capture the original table’s baroque complexity and interest.

Undaunted, and driven by what at the time I thought of as a desire for “greater realism” (though it really wasn’t anything so simple), I set about making the table work for me. That required doing two things. First, I had to whenever I utilized a monster from the Monster Manuals set about deciding the missing information that wasn’t included, by breaking down the AC recorded for the monster into its actual AC and its “bonus to armor class” or (AB). That is to say, it had been usual in my mind to think of a character with mail +1 and a shield +1 as having AC 2, but really it was better to record that as “AC 4 with a +2 bonus” or “AC 2, AB +2” or as I wrote it at the time “AC 2 (+2)”.

The second thing was to make sure that this new number didn’t slow down play. To do that, I took the PC’s in my group and I listed their weapons and for each one made its own “to hit” table. So “Bob” with his longsword +1 he was specialized in got a row for that longsword that factor in not just his THAC0 and the versus AC modifier, but also Bob’s strength bonus and the magical bonus of the sword. This actually proved as revolutionary as adopting the use of the table. Combat actually sped up. The player could just report the result of the dice and I would instantly know whether that roll was good enough to hit, where before there was always a few seconds of mental lag for both of us. The only thing Bob needed to report beside his rolled result was any situational modifiers from things like “bless” which were fairly rare because buffing was not a prevalent strategy the way it would be in 3e D&D after direct damage was nerfed.

The goal of adopting the table had been to make weapon selection more interesting. If you ignored the weapon vs. AC table, the longsword and the two-handed sword were the clear winners. Fighters all had longswords, shields and longbows – and were specialized in one of those two weapons unless they planned on weird dual class builds. The stats were just too good, and the only time it mattered was on a charge when longer reach was sometimes preferable. But that in itself didn’t change the math enough to make all those cool pole arms in the back of the Unearthed Arcana worth looking into. (Speed factor might have but I could never make that work as written.) The weapon vs. AC table changed everything overnight. Suddenly, it was very much worth having a side arm like a flail, mace, or pick, or focusing or even specializing in obscure weapons like the Bec de Corbin, Lucerne Hammer, or Halberd, or using real weapons from history like the morningstar or falchion. The mixed forces of low level monstrous humanoids became more interesting as well, little armies with interesting specialized roles, some becoming relatively more fearsome than before.

You see, within the first year that I DMed I realized that high AC was the PC’s real superpower. Middle school me was simulating combats on the C64 and trying to figure out how many monsters a single 10th level fighter could defeat before going down. Once a character could get something like Plate Mail +1 and a Shield +1, or any other way they could get their AC up to 0 or higher, they got to be darn near invincible. Linear increases in AC led to exponential decreases in damage taken, lengthening how long you could survive and thus how much damage you could dish out. And PC could typically do this by fourth level or so. If they worked at keeping their AC high enough, they were untouchable. The fact that monsters were capped at 16+ HD in terms of THAC0 (or so I thought, not having access to WG4) made the situation worse at higher levels. While conversely, between strength bonuses, magical weapons, and weapon specialization a fighter could almost not fail to hit most monsters. Most monsters had a pretty low AC and the few that didn’t were still not really out of reach of the PC fighter’s weapon. Expected damage per attack against a party with good frontliners with high AC was very low. The tactics that would later define WoW were already in play at my table by say 1985. High AC “tanks” could go toe to toe with the monsters, using the fact that monsters didn’t have bonuses to hit and generally poor THAC0 to minimize damage. Spellcasters, who could not go toe to toe with monsters because of poor AC and general squishiness used the “meat shields” to safely cast spells, winning fights quickly. And clerics could heal the minimal damage the party took in order to stay ready for the next fight. By higher levels, say 10th level, a reasonably well optimized party with good tactics could “ginsu knife” most opponents, with only a few monsters in the monster manual able to provide good challenges.

By 1990, I’d started to think of D&D combat as the initiative roll as being the middle part of combat. Since most D&D combat only went 1-2 rounds, if the party won initiative then they’d attack twice while the foes generally only got one attack. If the monster or monsters lost initiative, they’d generally go down like chumps – doubly so if the PC’s surprised them. By the time the initiative was settled, the combat was almost over and all but decided. And the trouble was very much like the problem with AC – the PCs (or at least most of them) got a bonus on their initiative rolls from high DEX while very few monsters had explicit DEX or explicit bonuses to initiative. So breaking AC in to AC + AB and explicitly deciding what part came from toughness and what part from speed had had the additional effect of me now having good guesses as to the DEX of a lot of monsters. Which meant fewer times that the monster only got to go once before going down, which meant more attack.

The effect of the modifiers was equally interesting. The easy access to high AC made fighters even more godly than they already were at lower levels, but… it was controllable thing. I could make low levels less threatening by employing common sorts of weapons that weren’t particularly effective against good AC, but I could decide at any point to give monsters a bonus that they were sorely lacking just by giving them a better more military sort of weapon. A gnoll with a footman’s flail suddenly got a good deal more threatening. I could give something like a Bugbear a weapon that was really effective against good armor, and keep the threat going for more levels. And I started giving high end monsters like giants explicit weapon use, which combined with their known strength and thus strength bonuses meant I had a much easier time threatening PCs at high level. This was win/win. At the time the PCs were fragile, they got less fragile, but as they got more durable I could find ways to keep challenging them that weren’t cheesy and didn’t add a ton of magic items to the game. I was making monsters that functioned more like PCs – explicit DEX, explicit STR, and weapons that could be selected to grant optimal bonuses. Weapon specialization when I needed to pull out big guns.

By the time my “home brewing” project with the then hybrid 1e/2e AD&D had run its course and I gave up and switched to GURPS, I had just a couple of things left in my project with the weapon vs. AC table. Having realized most AD&D monsters were glass cannons, I was toying with the idea of explicit CON for monsters, and more to the point I was increasingly bothered by something I’d earlier chosen to ignore – natural weapons. Most monsters didn’t use weapons. They used natural weapons that seemed to explicitly not add damage from strength except in a few rare cases and for which there was no entry on the “weapon vs. AC” table. I’d chosen to just assume that natural weapons granted neither a boon nor a penalty against various AC because it was already enough work to work out AC/AB and implied DEX, but of course that wasn’t “realistic”. I’d begun thinking about the idea of adding “small claw”, “large claw”, “talon”, “bite” and so forth to the table, but had never put in the work because I had by that time all sorts of other problems I was thinking about – unarmed combat like grappling, infravision, scent, and most of all NWP and all the problems of AD&D not having a unified notion of skill (How hard was it for a non-thief to climb a wall?). The lack of unified mechanics for anything was making me angry, and I gave up my 1e house rules and went about learning the hard way from GURPS that reading well and being intuitive as processes of play and playing well weren’t the same thing.

Well, out of some strange impulse, I’ve decided to dig out all those old ideas and go the next step forward. This is the rules I would have been using circa 1993 with a couple of new editions. The deliberate changes to battle axe to make it more useful against heavy armor (as a “heavy weapon” halfway between a mace and a sword as I saw it) and the errors(?) in printing the jo stick and bo stick were things I knew about. But I’m not only tweaking the table a bit more that, I’m also going ahead and doing the work I didn’t do back in the day and deciding roughly what the attacks of each published 1e monster equated to in terms of weaponry. Rather than making a bunch of new natural weapon categories as I probably would have back in the day, I’m just arbitrarily (?) declaring each natural weapon equivalent to some existing weapon just as many entries hinted at with respect to armor by declaring the monsters hide equivalent to some existing armor. And while I’m at it, I dealing with a new problem that I didn’t really consider at the time, which is what happen when a monster picks up a new weapon? That is to say, how many weapons is a monster actually proficient in using?

The result of tweaking the weapons table is a whole lot of weapons can be justified in their employment and made dangerous through skilled tactics. There are notable enhancements to the battle axe, bill-guisarme, dagger, halberd, glaive, lucern hammer, spear and pike, while stalwart trusty weapons like the bardiche, bec de corbin, footman’s flail, horseman’s flail, heavy lance, morningstar, footman’s mace, horseman’s mace, scimitar, bastard sword, falchion, longsword, and two-handed sword can give great diversity to the threats and weapons in the game as well.

One thing that many players may not be happy about is that using this table nerfs the monk into the ground. As I already hated the class and it was already a pretty lousy class as written, this doesn’t bother me. Fixing the monk, if that is even a thing worth doing, is a topic for another time.

Working on this has caused me to have many thoughts. Think this is the first time I've actually read the 1e AD&D Monster Manual cover to cover despite playing with it for well over a decade and playing D&D for 40 years now. Many of the entries I'd only glanced over before. I could probably right a whole thread about it now. But I'm getting sidetracked.
 
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Weapon Type


Weight in G.P
Two-Handed
Size S or M
Size L
Length
Space
Required

Factor
0
1
2
3
4
5
6
7
8
9
10
Aklys
35
N
1-6
1-3
c. 2'
2'
4 (+1)
-7
-6
-5
-4
-3
-2
-1
-1
0
0
+1
Axe, Battle
75
O
1-8
1-8
c. 4'
4'
7
-3
-3
-2
-2
-1
-1
0
0
+1
+1
+1
Axe, Hand
50
N
1-6
1-4
c. 11/2'
1'
4
-5
-4
-3
-2
-1
-1
0
0
+1
+1
+2
Bardiche
125
Y
2-8
3-12
c. 5'
5'
9
-3
-2
-1
-1
0
0
+1
+2
+1
0
-1
Bec de Corbin 1,2
100
Y
1-8
1-6
c. 6'
6'
9
+2
+2
+2
+2
+2
0
0
0
0
0
-1
Bill-Guisarme 2,4
150
Y
2-8
1-10
8' +
2'
10
0
0
0
0
0
0
0
0
+1
0
0
Bo stick
15
O
1-6
1-3
c. 5'
3'
3
-10
-9
-8
-6
-4
-2
-1
0
+1
0
+2
Caltrop
2-4
n/a
1
1-2
n/a
n/a
n/a
-8
-7
-6
-5
-4
-3
-2
-1
0
+1
+2
Club
30
O
1-6
1-3
c. 3'
3'
4
-6
-5
-4
-4
-3
-2
-1
-1
0
0
+1
Dagger
10
N
1-4
1-3
c. 15"
1'
2
-4
-4
-3
-3
-2
-2
0
0
+1
+1
+3
Fauchard 2
60
Y
1-6
1-8
8' +
2'
8
-3
-3
-2
-2
-1
-1
0
0
0
-1
-1
Fauchard-Fork 2
80
Y
1-8
1-10
8'
2'
8
-2
-2
-1
-1
-1
0
0
0
+1
+1
0
Fist or Open Hand
-
N
1-2
1
2' +
n/a
1
-9
-8
-7
-5
-3
-1
-1
-1
-1
+1
+2
Flail, Footman's
150
Y
2-7
2-8
c. 4'
6'
7
+3
+3
+2
+1
+1
+2
+1
+1
+1
+1
-1
Flail, Horseman's
35
N
2-5
2-5
c. 2'
4'
6
0
0
0
0
0
0
0
+1
+1
+1
0
Fork, Military 1,2
75
Y
1-8
2-8
7' +
1'
7
-3
-3
-2
-2
-1
0
0
+1
+1
0
+1
Garrot
1
Y
1-4
1-4
c. 3'
11/2'
2
0
0
0
0
0
0
0
0
0
0
0
Glaive 1,3
75
M
1-6
1-10
8' +
1'
8
-2
-2
-1
-1
0
0
0
0
0
0
0
Glaive-Guisarme 1,2
100
Y
2-8
2-12
8' +
1'
9
-2
-2
-1
-1
0
0
0
0
0
0
0
Guisarme 2
80
Y
2-8
1-8
6' +
2'
8
-3
-3
-2
-2
-1
-1
0
0
0
-1
-1
Guisarme-Voulge 1,2
150
Y
2-8
2-8
7' +
2'
10
-2
-2
-1
-1
0
+1
+1
+1
0
0
0
Halberd 2
175
Y
1-10
2-12
5' +
5'
9
+1
+1
+1
+1
+1
+2
+2
+2
+1
+1
0
Harpoon
50-60
N
2-8
2-12
6-8'
11/2'
6
-3
-2
-2
-1
-1
-1
0
0
0
0
0
Hammer, Lucern 1,2
150
Y
2-8
1-6
5' +
5'
9
+1
+1
+1
+1
+2
+2
+2
+1
+1
0
0
Hammer
50
N
2-5
1-4
c. 11/2'
2'
4
0
0
0
+1
0
+1
0
0
0
0
0
Hook Fauchard 2
80
Y
1-4
1-4
8' +
21/2'
9
-3
-3
-2
-2
-1
-1
0
0
0
0
-1
Jo Stick
40
N
1-4
1-2
c. 3'
2’
2
-13
-11
-9
-7
-5
-3
-1
0
+1
0
+3
Knife
6
N
1-3
1-2
c. 1'
1'
2
-6
-5
-5
-4
-3
-2
-1
0
+1
+1
+3
Lance (light) 3
50
M
1-6
1-6
10'
1'
7
-3
-3
-2
-2
-1
0
0
0
0
0
0
Lance (medium) 3
100
M
2-7
2-12
12'
1'
6
-1
0
0
+1
+1
+1
+1
0
0
0
0
Lance (heavy) 3
150
M
3-9
3-18
14'
1'
8
+4
+4
+3
+3
+2
+2
+2
+1
+1
0
0
Mace, Footman's
100
O
2-7
1-6
c. 21/2'
4'
7
+2
+2
+1
+1
+1
0
0
0
0
+1
-1
Mace, Horseman's
50
N
1-6
1-4
c. 11/2'
2'
6
+2
+2
+1
+1
+1
0
0
0
0
0
0
Man Catcher
80
Y
1-2
1-2
8' +
21/2'
7
0
0
0
0
0
0
0
0
-1
-2
-3
Morning Star
125
O
2-8
2-7
c. 4'
5'
7
0
0
0
+1
+1
+1
+1
+1
+1
+2
+2
Partisan
80
Y
1-6
2-7
7' +
3'
9
0
0
0
0
0
0
0
0
0
0
0
Pick, Military, Footman's
60
O
2-7
2-8
c. 4'
4'
7
+3
+3
+2
+2
+1
+1
0
-1
-1
-1
-2
Pick, Military, Horseman's
40
N
2-5
2-4
c. 2'
2'
5
+2
+2
+1
+1
+1
+1
0
0
-1
-1
-1
Pike, Awl 4
80
Y
1-6
1-12
18'
1'
13
-1
-1
-1
0
0
0
0
0
0
-1
-2
Ranseur 1,4
50
Y
2-8
2-8
8' +
1'
8
-3
-3
-2
-1
-1
0
0
0
0
0
+1
Sap
10
N
1-2
1-2
1/2
1'
2
-14
-13
-12
-10
-8
-6
-5
-4
-3
-2
0
Scimitar
40
N
1-8
1-8
c. 3'
2'
4
-4
-3
-3
-2
-2
-1
0
0
+1
+1
+3
Spear 4
40-60
O
1-6
1-8
5'-13' +
1'
6-8
-2
-2
-2
-1
-1
-1
0
0
0
0
0
Spetum 5
50
Y
2-7
2-12
8' +
1
8
-2
-2
-2
-1
0
0
0
0
0
+1
+2
Spiked Buckler
35
N
1-4
1-3
1'
2'
4
-7
-6
-5
-4
-3
-2
-1
0
0
0
+2
Staff, Quarter
50
Y
1-6
1-6
6-8'
3'
4
-9
-8
-7
-5
-3
-1
0
0
+1
+1
+1
Sword, Bastard
100
Y
2-8
2-16
c. 41/2'
4' +
6
0
0
0
0
+1
+1
+1
+1
+1
+1
0
Sword, Broad
75
N
2-8
2-7
c. 31/2'
4'
5
-5
-4
-3-
-2
-1
0
0
+1
+1
+1
+2
Sword, Falchion
60-80
N
2-7
2-8
c. 31/2'
31/2'
5
-3
-2
-2
-1
0
+1
+1
+1
+1
0
0
Sword, Khopesh
75
N
2-8
1-6
c. 31/2'
4'
9
-7
-6
-5
-4
-2
-1
0
0
+1
+1
+2
Sword, Long
60
N
1-8
1-12
c. 31/2'
3'
5
-4
-3
-2
-1
0
0
0
0
0
+1
+2
Sword, Short
35
N
1-6
1-8
c. 2'
1'
3
-5
-4
-3
-2
-1
0
0
0
+1
0
+2
Sword, Two-handed
250
Y
1-10
3-18
c. 6'
6'
10
+0
+0
+1
+1
+2
+2
+3
+3
+3
+1
0
Trident
50
O
2-7
3-12
4-8' +
1'
6-8
-4
-3
-3
-2
-1
-1
0
0
+1
0
+1
Voulge
125
Y
2-8
2-8
8' +
2'
10
-2
-2
-1
-1
0
+1
+1
+1
0
0
0
Whip
25-35
N
1-2
1
8'-20'
5-8
5-8
-14
-12
-10
-8
-6
-4
-2
-1
+1
0
+3

1. These weapons do twice the damage indicated to size L creatures when set to receive a charging opponent.
2. These weapons are capable of dismounting a rider on a score equal to or greater than the "to hit" score.
3. These weapons do twice the indicated damage against creatures of any size when employed by an attacker riding a charging mount.
4. This weapon does twice the damage indicated to any opponent when the weapon is firmly set to receive their charge.
5. These weapons are capable of disarming an opponent on a score required to hit AC8 if the opponent fails a saving throw vs. wands.
6. Treat this weapon as a long sword if it is used one-handed.

Two-Handed Weapons Key:
1. N – This weapon is effectively employed in one hand.
2. Y – This weapon is effectively employed in two hands only.
3. O – This weapon may be employed in one hand, but can be employed in two hands if both are available. If so wielded, and the wielder has 13 strength or higher, add +1 to damage.
4. M – This weapon must be employed with two-hands when on foot, but may be effectively employed with a single hand when mounted.


Hurled Weapon and Missile Types




Aproximate Weight in
Gold Pieces

Approximate
Weight in Pounds
Size S or M
Size L
Fire Rate
S
M
L
0
1
2
3
4
5
6
7
8
9
10
Aklys
3.5​
1-6​
1-3​
1​
1 *​
-​
-​
-8​
-7​
-6​
-5​
-4​
-3​
-2​
-1​
0​
0​
0​
Atlatl wt. Javelin
3​
1-6​
1-6​
1​
3​
6​
9​
-6​
-5​
-4​
-3​
-2​
-1​
0​
0​
+1​
+1​
+2​
Bow, Composite, Long
8​
1-6​
1-6​
2​
6​
12​
21​
-4​
-3​
-2​
-1​
0​
0​
+1​
+2​
+2​
+3​
+3​
Bow, Composite, Short
5​
1-6​
1-6​
2​
5​
10​
18​
-4​
-4​
-3​
-3​
-1​
0​
+1​
+2​
+2​
+2​
+3​
Bow, Long
10​
1-6​
1-6​
2​
7​
14​
21​
-2​
-1​
-1​
0​
0​
+1​
+2​
+3​
+3​
+3​
+3​
Bow, Short
5​
1-6​
1-6​
2​
5​
10​
15​
-7​
-6​
-5​
-4​
-1​
0​
0​
+1​
+2​
+2​
+2​
Axe, Hand
5​
1-6​
1-4​
1​
1​
2​
3​
-6​
-5​
-4​
-3​
-2​
-1​
-1​
0​
0​
0​
+1​
Blowgun and needle
1.5​
1​
1​
2​
1​
2​
3​
-14​
-12​
-10​
-8​
-6​
-4​
-2​
-1​
-1​
+1​
+2​
Club
3​
1-6​
1-3​
1​
1​
2​
3​
-9​
-8​
-7​
-5​
-3​
-2​
-1​
-1​
-1​
0​
0​
Dagger
1​
1-4​
1-3​
2​
1​
2​
3​
-7​
-6​
-5​
-4​
-3​
-2​
-1​
-1​
0​
0​
+1​
Dart
0.5​
1-3​
1-2​
3​
1 1/2​
3​
4 1/2​
-7​
-6​
-5​
-4​
-3​
-2​
-1​
0​
+1​
0​
+1​
Hammer
5​
2-5​
1-4​
1​
1​
2​
3​
-4​
-3​
-2​
-1​
0​
0​
0​
0​
0​
0​
+1​
Harppon
5-6​
2-8​
2-12​
1​
1​
2​
3​
-6​
-5​
-4​
-3​
-2​
-1​
0​
0​
0​
0​
+1​
Javelin
2​
1-6​
1-6​
1​
2​
4​
6​
-7​
-6​
-5​
-4​
-3​
-2​
-1​
0​
+1​
0​
+1​
Knife
0.6​
1-3​
1-2​
2​
1​
2​
3​
-8​
-7​
-6​
-5​
-4​
-3​
-2​
-1​
0​
0​
+1​
Lasso
2​
-​
-​
1/2​
1​
2​
3​
+9​
+8​
+7​
+6​
+5​
+4​
+3​
+2​
+1​
0​
-1​
Quarrel (or Bolt), hand
0.1​
1-3​
1-2​
1​
2​
4​
6​
-6​
-4​
-2​
-1​
0​
0​
0​
+1​
+2​
+2​
+3​
Quarrel (or Bolt), light
0.1​
1-4​
1-4​
1​
6​
12​
28​
-3​
-2​
-2​
-1​
0​
0​
+1​
+2​
+3​
+3​
+3​
Quarrel (or Bolt), heavy
0.2​
2-5​
2-7​
1/2​
8​
16​
24​
-2​
-1​
-1​
0​
+1​
+2​
+3​
+3​
+4​
+4​
+4​
Sling Bullet
0.2​
2-5​
2-7​
1​
5​
10​
20​
-3​
-3​
-2​
-2​
-1​
0​
0​
0​
+2​
+1​
+3​
Sling Stone
0.1​
1-4​
1-4​
1​
4​
8​
16​
-7​
-6​
-5​
-4​
-2​
-1​
0​
0​
+2​
+1​
+3​
Spear
4-6​
1-6​
1-8​
1​
1​
2​
3​
-4​
-4​
-3​
-3​
-2​
-2​
-1​
0​
0​
0​
0​
Staff Sling. Bullet
0.5​
2-8​
3-9​
1/2​
-​
3-6​
9​
-5​
-4​
-3​
-2​
-1​
0​
0​
0​
0​
0​
0​
Staff Sling, Stone
0.4​
1-8​
2-8​
1/2​
-​
3-6​
9​
-6​
-5​
-4​
-3​
-2​
-1​
0​
0​
0​
0​
0​
 
Last edited:


Monster

AC (AB)

Strength

Dexterity

Weapon vs. AC Notes

Aerial Servant

6 (+3)


17

Attack as bardiche

Anhkheg

2



Mandibles as broadsword

Ant, Giant

4 (+1)



Mandibles as dagger

Ape, Carnivorous

8 (+2)

20

16

Fist as club, bite as dagger; not proficient with weapons -4 to hit with improvised clubs or thrown missiles

Ape, Gorilla

8 (+2)

19

16

Fist as club, bite as dagger; not proficient with weapons -4 to hit with improvised clubs or thrown missiles

Axebeak

8 (+2)


16

Talons as dagger, Beak as voulge

Baboon

9 (+2)


15

Bite as dagger

Badger

7 (+3)


15

Claws as knife, bite as fist

Giant Badger

7 (+3)


15

Claws as dagger, bite as dagger

Barracuda (1 HD)

9 (+3)


15

Bite as fist

Barracuda (2 HD)

9 (+3)


15

Bite as knife

Barracuda (3 HD)

8 (+2)



Bite as dagger

Baluchitherium

5



Stomp as footman’s flail

Basilisk

4



Bite as dagger

Bear, Black

7



Claws as club, bite as dagger

Bear, Brown

6



Claws as club, bite as dagger

Bear, Cave

6



Claws as club, bite as dagger

Beaver, Giant

6



Bite as halberd

Beetle, Giant Bombardier

3 (-1)


5

Bite as khopesh sword

Beetle, Giant Boring

2 (-1)


5

Bite as bardiche

Beetle, Giant Fire

4



Bite as dagger

Beetle, Giant Rhinoceros

0 (-2)


4

Horn as spear, bite as bardiche

Beetle, Giant Stag

1 (-2)


4

Horn as spear, bite as bardiche

Beetle, Giant Water

3



Bite as broadsword

Beholder

0/3(+1)/10(+3)



Bite as khopesh sword

Black Pudding

6



Slam as horseman’s mace

Blink Dog

9 (+4)


16

Bite as knife

Boar, Wild

7



Gore as dagger

Boar, Giant

6



Gore as dagger

Warthog

7



Gore as dagger

Brain Mole

10 (+1)



n/a

Brownie

10 (+7)

7

18

By weapon; proficient with weapons as a 1st level thief

Buffalo

7



Stomp/Trample as club, Gore/Charge as footman’s mace

Bugbear

5

13+


By weapon, Proficient with weapons as 3rd level fighter.

Bulette

-2/4/6



Bite as two-handed sword, claws as spear

Bull

7



Stomp/Trample as club, Gore/Charge as footman’s mace

Camel

7



Bite as club

Carrion Crawler

3/7



Tentacle as bo stick

Catoblepas

7



Tail slam as horseman’s flail

Cattle, Wild

7



Stomp/Trample as club

Centaur

8 (+3) or 7 (+3)

13+

17

Kick as club or by weapon; proficient with weapons as a 3rd level fighter.

Centipede, Giant

10 (+1)



Bite as fist

Chimera

6/5/2



Claw as club, bite as battle axe, gore as morningstar

Cockatrice

7 (+1)



Bite as dagger

Couatl

7 (+2)


16

Bite as dagger, constriction as spetum

Crab, Giant

5



Claws as battleaxe

Crayfish, Giant

4



Claws as battleaxe

Crocodile

5



Bite as dagger, tail slam as horseman’s flail

Crocodile, giant

4



Bite as morningstar, tail slam as footman’s flail

Demon, Demogorgon

0 (+8)

23

17

All attacks as footman’s flail; not proficient with weapons -2 to hit with weapons or thrown missiles

Demon, Jubilex

2 (+9)

22

18

All attacks as footman’s flail; not proficient with weapons -2 to hit with weapons or thrown missiles

Demon, Manes

7



Claws as dagger; bite as dagger

Demon, Orcus

4 (+10)

20

17

Fists as footman’s mace, tail as footman’s flail; Proficient with weapons as 15th level fighter (double specialized in footman’s mace)

Demon, Succubus

10 (+4)

13+

17

Slap or kiss as fist; proficient with weapons as a 6th level assassin

Demon, Type I

3 (+3)

13+

16

All attacks as short sword; not proficient with weapons -2 to hit with weapons or thrown missiles

Demon, Type II

2 (+4)

16

16

Claw as knife; bite as scimitar; not proficient with weapons -2 to hit with weapons or thrown missiles

Demon, Type III

2 (+6)

18/60

17

Talons as spears, claws as dagger, bite as club; not proficient with weapons -2 to hit with weapons or thrown missiles

Demon, Type IV

5 (+6)

18/00

17

Fist as horseman’s mace, bite as club; not proficient with weapons -2 to hit with weapons or thrown missiles

Demon, Type V

3 (+10)

13+

19

Constrict as spetum; proficient with weapons as a 7th level fighter

Demon, Type VI

4 (+6)

19

18

By weapon; proficient with weapons as an 8th level fighter (always includes whip and bastard sword).

Demon, Yeneeghu

3 (+8)

20

17

By weapon, proficient with weapons as an 11th level fighter (double specialized with horseman’s flail)

Devil, Asmodeus

3 (+10)

24

18

By weapon, proficient with weapons as a 19th level fighter

Devil, Baalzebul

3 (+8)

23

17

Bite as scimitar, or by weapon, proficient with weapons as a 15th level fighter

Devil, Barbed

5 (+5)

17

15

Fists as morningstar, tail as footman’s flail; not proficient with weapons, -2 to hit with weapons or thrown missiles

Devil, Bone

3 (+4)

18/76

16

Bone hook as trident, sting as spear; proficient with weapons as an 8th level fighter

Devil, Dispater

5 (+6)

21

16

By weapon, proficient with weapons as a 13th level fighter

Devil, Erinyes

6 (+4)

18/01

17

By weapon, proficient with weapons as a 6th level fighter; always proficient with daggers

Devil, Geryon

6 (+9)

20

17

Fists as footman’s mace, tail as footman’s flail; Or by weapon, proficient with weapons as a 13th level fighter

Devil, Horned

1 (+6)

17

15

Claws and bite as dagger, tail as horseman’s flail; or by weapon, proficient with weapons as 5th level fighter

Devil, Ice

1 (+5)

18/91

15

Claws as dagger, mandibles as scimitar, tail as horseman’s flail; or by weapon, proficient with weapons as an 11th level fighter

Devil, Lemure

8 (+1)



Claws as knife

Devil, Pit Fiend

0 (+3)

18/00


By weapon, proficient with weapons as a 13th level fighter

Dinosaur, Anatosaurus

5



Tail slam as footman’s mace

Dinosaur, Ankylosaurus

0



Tail slam as footman’s flail

Dinosaur, Antrodemus

5



Claw as scimitar, bite as two-handed sword

Dinosaur, Apatosaurus

3 (-2)


4

Tail slam or stomp as heavy lance

Dinosaur,
Brachiosaurus

3 (-2)


4

Tail slam or stomp as heavy lance

Dinosaur, Archelon lschyras

1 (-2)


4

Bite as scimitar

Dinosaur, Camarasaurus

5 (-1)


5

Tail slam or stomp as heavy lance

Dinosaur, Ceratosaurus

5



Claw as scimitar, bite as two-handed sword

Dinosaur, Cetiosaurus

5 (-1)


5

Tail slam or stomp as heavy lance

Dinosaur,
Dinichtys

7



Bite as two-handed sword

Dinosaur,
Diplodocus

4 (-2)


4

Tail slam or stomp as heavy lance

Dinosaur,
Elasmosaurus

7



Bite as two-handed sword

Dinosaur, Gorgosaurus

5



Claw as scimitar, bite as two-handed sword

Dinosaur, Iguanadon,

6



Gore as hammer, tail as footman’s mace

Dinosaur,
Lambeosaurus

7 (-1)


7

Tail slam or stomp as footman’s mace

Dinosaur, Megalosaurus

5



bite as two-handed sword

Dinosaur,
Monoclonius

3 (front) or 4



Gore as guisarme-voulge , trample as footman’s flail

Dinosaur, Mosasaurus

7



bite as two-handed sword

Dinosaur, Paleoscincus

-3



Tail slam as heavy lance

Dinosaur, Pentaceratops

2 (front) or 6



Gore as medium lance

Dinosaur, Plateosaurus

5



n/a

Dinosaur, Plesiosaurus

7



Flippers as footman’s mace, bite as bardiche

Dinosaur, Pteradon

7



Beak as shortsword

Dinosaur, Stegosaurus

3 (back) or 5



Tail slam as heavy lance

Dinosaur, Styracosaurus

2 (front) or 4



Gore as heavy lance

Dinosaur, Teratosaurus

5



Claw as dagger, bite as halberd

Dinosaur, Triceratops

2 (front) or 6



Gore as heavy lance

Dinosaur, Tyrannosaurus Rex

5



Claw as scimitar, bite as two-handed sword

Displacer Beast

6 (+2)


16

Tentacles as morningstar

Djinn

8 (+4)

20

17

Slam as footman’s mace; normal djinn are not proficient with weapons and suffer -2 to hit with weapons or thrown missiles.

Djinn, Noble

8 (+4)

21

18

Slam as footman’s mace; Noble djinn are proficient with weapons as a 10th level fighter, though their pride in their natural ability may cause them to forgo them.

Dog, war

8 (+2)


15

Bite as knife

Dog, wild

9 (+2)


15

Bite as knife

Dolphin

7 (+2)


15

Slam as club

Doppleganger

7 (+2)


15

Slam as halberd; or by weapon Dopplegangers are proficient with weapons as a 1st level fighter



Dragonne

6 (back) or 2



Claw as club, bite as morningstar

Dryad

10 (+1)


15

By weapon, proficient with weapons as 2nd level thief

Dwarf

4



By weapon, by character class

Eagle, Giant

9 (+2)


16

Talons as scimitar, beak as morningstar

Ear Seekers

10 (+1)



n/a

Eel, Electric

9



Bite as dagger

Eel, Giant

6



Bite as morningstar

Eel, Weed

8



Bite as knife

Efreeti

6 (+4)

21

17

Slam as footman’s mace; common efreet are not proficient with weapons and suffer -2 to hit with weapons or thrown missiles.

Elemental, Air

10 (+8)


19

Slam as club

Elemental, Earth

2

19 or 20 or 21


Slam as footman’s pick; Earth elementals are not proficient with weapons and suffer a -4 penalty to hit when using weapons or thrown missiles

Elemental, Fire

10 (+8)


17

Slam as scimitar

Elemental, Water

8 (+6)


16

Slam as military fork

Elephant, Asian

6



Gore as longsword, trunk slam as club, stomp as footman’s flail

Elephant, African

6



Gore as longsword, trunk slam as club, stomp as footman’s flail

Elf

5



By weapon, by character class

Ettin

2 (-1)


7

Slam as footman’s mace; Ettin’s are proficient with weapons as 10th level thieves, and may draw from the bandit list as if they had the Bandit NWP

Floating Eye

10 (+1)



n/a

Eye of the Deep

5



Claw as hand axe, bite as short sword

Flightless Bird

8 (+1)


15

Beak as knife, kick as dagger

Frog, Giant




Tongue as lasso, bite as dagger

Frog, Killer

9 (+1)


15

Claw as bo stick, bite as dagger

Frog, Poisonous

10 (+2)



Bite as bo stick

Fungi, Violet

7



Tentacle as Ranseur

Gar, Giant

3



Bite as two-handed sword

Gargoyle

5



All attacks as dagger

Gas Spore

9



n/a

Gelatinous Cube

2 (-6)


3

Slam as lasso

Ghast

6 (+2)


15

All attacks as knife

Ghost

10 (+10) or 10 (+4)



Slam as lasso

Ghoul

8 (+2)


15

All attacks as knife

Giant, Cloud

0 (-2)

23


Slam as footman’s flail, thrown boulder as bec de corbin; Cloud Giants are proficient with weapons as 6th level fighters and suffer no non-proficiency penalty for throwing rocks.

Giant, Fire

1 (-2)

22


Slam as footman’s flail, thrown boulder as bec de corbin; Fire giants are proficient with weapons as 6th level fighters, typically employing a great two-handed sword for 2d8+10 damage. They suffer no non-proficiency penalty for throwing rocks.

Giant, Frost

2 (-2)

21


Slam as footman’s flail, thrown boulder as footman’s pick; Ice giants are proficient with weapons as 10th level fighters, typically employing a huge bardich for 2d8+9 damage. They suffer no non-proficiency penalty for throwing rocks.

Giant, Hill

3 (-1)

19


Slam as a footman’s mace, thrown boulder as footman’s pick; Hill giants are proficient with weapons as a 4th level fighter, typically employing a large club for 1d8+8 damage. They suffer no non-proficiency penalty for throwing rocks.

Giant, Stone

0

20


Slam as a footman’s mace, thrown boulder as footman’s pick; Storm giants are proficient with weapons as 5th level fighters, and many are specialized in rock throwing.

Giant, Storm

3 (--2)

24


Slam as a footman’s mace, thrown boulder as footman’s pick; Storm giants are proficient with weapons as 8th level fighters, though they often forgo such weapons out of pride.

Gnoll

5

13+


By weapon. Gnolls are as proficient with weapons as a fighter of their HD. Many are specialized in a preferred weapon.

Gnoll, Guard

4

16


By weapon. Gnolls are as proficient with weapons as a fighter of their HD. Many are specialized in a preferred weapon.

Gnoll, Chieftain

3

17

15

By weapon. Gnoll chieftains are as proficient with weapons as a fighter of their HD. Many are specialized in a preferred weapon.

Gnome

5



By weapon. By class

Goat, Giant

7



Gore as footman’s mace.

Goblin

6



By weapon. Goblins are generally proficient with 3 weapons, and suffer a -2 non-proficiency penalty. Goblin leaders are generally proficient with weapons as 1st level fighters.

Goblin, Chieftain

4

16


By weapon. Goblin chieftains and their guards are as proficient with weapons as 2nd level fighters.

Golem, Clay

5 (-2)

19

7

Slam as footman’s mace. Although they have manipulative digits, clay golems lack the intelligence to use weapons, save for cosmetic features built into their construction that generally do not alter their attributes.

Golem, Flesh

9

18/00


Slam as footman’s mace. Although they have manipulative digits, flesh golems usually lack the intelligence to use weapons.

Golem, Iron

0 (-3)

21

5

Slam as footman’s pick. Although they have manipulative digits, clay golems lack the intelligence to use weapons, save for cosmetic features built into their construction that generally do not alter their attributes.

Golem, Stone

2 (-3)

20

6

Slam as footman’s pick. Although they have manipulative digits, clay golems lack the intelligence to use weapons, save for cosmetic features built into their construction that generally do not alter their attributes.

Gorgon

2



Gore as footman’s mace.

Grey Ooze

6 (-2)


7

Slam as footman’s pick.

Green Slime

5 (-4)


3

n/a

Griffin

5 (+2)


17

Talons as scimitar, beak as bardiche

Banshee

10 (+10)


18

Touch as footman’s pick.

Halfling

8 (+1)


15

By weapon. By character class. Many are specialized in the bow or sling.

Harpy

8 (+1)


15

Claws as daggers. By weapon. Harpies are as proficient in weapons as 3rd level thieves.

Hell Hound

5 (+1)


15

Bite as morningstar.

Hippocampus

5



Bite as Club

Hippogriff

8 (+3)


17

Talons as scimitar, beak as battle axe

Hippopotamus

6



Bite as longsword

Hobgoblin

5



By weapon. Hobgoblins are as proficient with weapons as a fighter of their HD, and many are specialized with their preferred weapon.

Hobgoblin subchief

3


16

By weapon. Hobgoblins are as proficient with weapons as a fighter of their HD, and many are specialized with their preferred weapon.

Hobgoblin chief

2


16

By weapon. Hobgoblins are as proficient with weapons as a fighter of their HD, and many are specialized with their preferred weapon.

Homunculus

9 (+3)


17

Bite as knife.

Horse, Draft

7



Bite or kick as club

Horse, Heavy

7



Kick as club, bite as club

Horse, Medium

7



Kick as club, bite as club

Horse, Light

7



Kick as club, bite as club

Pony

7



Bite or kick as club

Wild

7



Bite or kick as club

Hydra

5



Bite as morningstar

Hyena

7



Bite as scimitar

Hyena, Giant

7



Bite as morningstar

Imp

9 (+7)

5

18

Tail spike as dagger; Imps are not proficient with weapons and suffer a -4 penalty to hit when employing weapons or hurled missiles.

Intellect Devourer

6 (+2)



Claw as dagger

Invisible Stalker

9 (+6)


19

Claw as longsword

Irish Deer

7



Gore as short sword, stomp as club

Ixitxachitl

6



Bite as morningstar

Jackal

10 (+3)


15

Bite as knife

Jackalwere

7 (+1)

13+

15

Bite as dagger; Jackalwere are as proficient as 2nd level fighters in the employment of weapons.

Jaguar

9 (+3)


18

Claw as knife, bite as Morningstar

Ki-Rin

2 (+7)


19

Hoof as footman’s mace, horn as spear +3

Kobold

8 (+1)



Bite as jo stick or by weapon. Kobolds are proficient with 2 weapons of their choice and have a -3 penalty employing weapons they are not proficient with. Leaders are as proficient with weapons as 1st level fighters.

Lamia

7 (+4)


18

By weapon. Lamia are as proficient with weapons as 9th level thieves.

Lamassu

8 (+2)


16

Claw as dagger

Lamprey

7



Bite as knife

Lamprey, Giant

6



Bite as dagger

Larva

7



Bite as dagger

Leech, Giant

9



Bite as dagger

Leprechaun

10 (+2)


15

Leprechaun are not proficient with weapons and suffer a -4 penalty when employing them.

Leopard

9 (+3)


17

Claw as knife, bite as dagger

Leocrotta




Bite as scimitar, kick as club

Lich

2 (+2)

18/60


Claw as dagger or by weapon. Liches are proficient with weapons as an 18th level M-U.

Lion

7 (+2) front or 8 (+2)


16

Claw as dagger, bite as battle axe

Lion, Mountain

8 (+3)


17

Claw as knife, bite as club

Lion, Spotted

7 (+2) front 8 (+2)


16

Claw as dagger, bite as Morningstar

Lizard, Fire

3



Claw as dagger, bite as broadsword

Lizard, Giant

5



Bite as shortsword

Lizard, Minotaur

5



Claw as falchion, bite as halberd

Lizard, Subterranean

5



Bite as morningstar

Lizardman

5

13+


Claw as knife, Bite as dagger or by weapon. Lizardmen are as proficient with weapons as 1st level fighters, but are rarely specialized.

Locathah

6



By weapon. Locathah are as proficient with weapons as a fighter of their HD.

Lurker Above

4 (-2)


6

Slam as club.

Lycanthrope, werebear

2

18/00


Claws as club, bite as dagger, or by weapon. If the level and class of the human form is not known, assume Werebear are proficient with weapons as a 7th level ranger.

Lycanthrope, wereboar

4

18/60


Gore as dagger, or by weapon. If the level and class of the human form is not known, assume wereboar are proficient with weapons as a 5th level fighter.

Lycanthrope,
Wererat

7 (+1)

13+

15

Bite as knife, or by weapon. If the level and class of the human form is not known, assume wereboar are proficient with weapons as a 3rd level thief.

Lycanthrope,
Weretiger

6 (+3)

18/25

17

Bite as dagger, claw as dagger, or by weapon. If the level and class of the human form is not known, assume wereboar are proficient with weapons as a 6th level fighter.

Lycanthrope, Werewolf

6 (+1)

16

15

Bite as dagger, or by weapon. If the level and class of the human form is not known, assume werewolves are proficient with weapons as 4th level fighters.

Lynx, Giant

9 (+3)


17

Claw as knife, bite as dagger

Mammoth

4 (-1)



Gore as bastard sword, trunk slam as club, stomp as footman’s pick

Manticore

4



Claw as dagger, bite as battle axe, tail spikes as light crossbow;

Masher

7



Bite as halberd

Mastadon

5 (-1)



Gore as bastard sword, trunk slam as club, stomp as footman’s mace

Medusa

9 (+4)


15

Asp as knife; Medusa are proficient with weapons as a 6th level M-U

Merfolk

8 (+1)

13+

15

By weapon; Merfolk are proficient with weapons as a fighter of their HD.

Mimic

7



Slam as footman’s mace; intelligent mimics may employ weapons by shaping pseudopods, but they are not proficient in their use and suffer a -6 penalty in the application, and so generally do not do so.

Mindflayer

6(+1)

13+

15

Tentacle as dagger; Mindflayers are proficient with weapons as an 8th level M-U, but generally eschew the crude weaponry of (as they deem them) lesser races.

Minotaur

7(+1)

17

15

Gore as club, bite as club; Minotaurs are as proficient with weapons as 6th level fighters and are often specialized.

Mold, Brown

6(-3)



n/a

Mold, Yellow

6(-3)



n/a

Morkoth

3



Bite as battle axe

Mule

7



Kick as club, bite as club

Mummy

3



Slam as footman’s mace; Mummys are proficient with weapons as 7th level fighters, and may employ such weapons if they were provided with them in death.

Naga, Guardian

3



Bite as dagger, constrict as club

Naga, Spirit

4



Bite as dagger

Naga, Water

5



Bite as dagger

Neo-Otyugh

0



Slam as footman’s mace; bite as dagger

Night Hag

9

17


Talon’s as footman’s mace; Night hags are as proficient with weapons as 9th level M-U, but seldom employ them owing to the ferocity of their own steel tipped claws.

Nightmare

1(+5)


17

Kick as footman’s mace; bite as morningstar

Nixie

7



Nixie are proficient with two weapons of their choice, and suffer a -2 non-proficiency penalty when employing weapons.

Nymph

10 (+1)


15

n/a; Nymphs are not proficient with weapons and suffer a -6 non-proficiency penalty if they attempt to employ them.

Ochre Jelly

5(-3)


4

Slam as footman’s pick

Octopus, Giant

7



Tentacle as club; bite as bardiche

Ogre

5

18/60


Slam as footman’s mace, or by weapon; Ogre are proficient with weapons as a fighter of ½ of their HD, and are rarely specialized for they are lacking in intelligence and discipline.

Ogre Magi

4

18/60

15

Slam as footman’s mace, or by weapon; Ogre magi are proficient with weapons as a fighter of their HD, and may often be specialized in their favored weapon (often polearms)

Orc

6

13+


By weapon; orcs are as proficient with weapons as a fighter of their HD.

Otter, Giant

8(+2)


16

Bite as morningstar

Otyugh




Slam as morningstar; bite as dagger

Owl, Giant

8(+2)


16

Talons as scimitars; bite as battle axe

Owlbear

5



Claws as club, bite as bardiche

Pegasus

8(+2)


16

Hooves as club, bite as club

Peryton

8(+1)


15

Gore as spear +2

Piercer

0 (-3)


4

Gore as horseman’s pick.

Giant Pike

5



Bite as bardiche

Pixie

10(+5)


18

By weapon; Pixie are as proficient with weapons as a 1st level fighter.

Porcupine, Giant

5



Bite as dagger; quill as dart

Portuguese Man-O-War

7(-2)


5

Tentacle as bo stick

Pseudo-Dragon

6(+4)


18

Bite as knife; tail as dagger +4

Purple Worm

6



Bite as footman’s pick; sting as footman’s pick

Quasit

5 (+2)


16

Claw as knife; bite as knife

Rakshasa

2 (+6)

16

18

Claw as dagger; bite as dagger; Rakshasa are familiar with weapons as a 7th level fighter

Ram, Giant

6



Slam as footman’s mace

Rat, Giant

10 (+3)


15

Bite as knife

Ray, Manta

6



Bite as Morningstar; tail as horseman’s pick

Ray, Pungi

7



Spine as shortsword

Ray, Sting

8(+1)



Tail as knife

Remorhaz

0/2/4



Bite as two-handed sword

Rhinoceros

6



Gore as spear, stomp as footman’s mace

Rhinoceros, Wolly

5



Gore as pike, stomp as footman’s flail

Roc

4



Talons as horseman’s pick, beak as footman’s pick

Roper

0



Tentacles as horseman’s pick

Rot Grub

10(+1)



n/a

Rust Monster

2



Tentacles as lasso

Sahuagin

5

13+


Talons and bite as knifes

Salamander

5/3

13+


Tail as club; by weapon. Salamander are proficient with weapons as fighters of 3rd level, and are often specialized in the spear.

Satyr

7 (+2)

13+

16

Gore as morningstar or by weapon. Satyr are proficient with weapons as rangers of 5th level, and will employ magical weapons if they have them.

Scorpion, Giant

3



Claw as battleaxe; sting as spear

Sea Hag

7

13+


By weapon; Sea hags are as proficient with weapons as 3rd level M-U, and generally favor daggers.

Sea Horse, Giant

7



Headbutt as club

Sea Lion

6(+1)/4(+1)


15

Claw as dagger, bite as morningstar

Shadow

10(+3)


15

Claw as spear

Shambling Mound

0



Slam as footman’s mace

Shark

6



3 HD: Bite as hand axe, 4-6 HD: Bite as battle axe: 7-8 HD: Bite as bardiche

Shark, Giant

5



Bite as Halberd

Shedu

4



Hooves as club

Shrieker

4(-3)


3

n/a

Skeleton

7



By weapon; Skeleton are proficient with whatever weapon they were given to wield, but only to a limited extent, so that weapons will cause no greater than 1d6 damage (but may cause less)

Skunk, Giant

7



Bite as short sword

Slithering Tracker

5



n/a

Slug, Giant

8



Bite as morningstar

Snake, Giant Amphisboeno

4(+1)


15

Bite as knife

Snake, Giant Constrictor

5



Bite as knife; constrict as club

Snake, Giant Venomous

6(+1)


15

Bite as dagger

Snake, Giant Sea

5



Bite as morning star; constrict as footman’s mace

Snake, Giant Spitting

6 (+1)


15

Bite as knife

Specter

10(+8)



Touch as horseman’s pick

Sphinx, Andro

3(+5)


16

Claw as club

Sphinx, Crio

4(+4)


15

Claw as club, butt as footman’s mace

Sphinx, Gyno

4(+5)


16

Claw as club

Sphinx, Heiraco

5(+4)


15

Claw as club, beak as battle axe

Spider, Giant

4



Bite as spear

Spider, Huge

7(+1)


15

Bite as dagger

Spider, Large

8



Bite as knife

Spider, Phase

7



Bite as spear

Spider, Giant Water

5



Bite as dagger

Sprite

10(+4)


16

By weapon. Sprites are proficient in two weapons of their choice, and suffer a -3 non-proficiency penalty with weapons they are not familiar with. Their small size limits them to small weapons, generally doing half the damage of man sized equivalents. They may not be specialized.

Squid, Giant

7/3



Tentacle as spear; bite as halberd

Stag

7



Hooves as daggers; gore as short sword

Stag, Giant

7



Hooves as daggers; gore as long sword

Stirge

10 (+2)


16

Proboscis as dagger

Strangle Weed

6



Tentacles as lasso

Su-Monster

6



Claws as dagger; bite as dagger

Sylph

10 (+1)


15

n/a; Nymphs are not proficient with weapons and suffer a -6 non-proficiency penalty if they attempt to employ them.

Thought Eater

10 (+1)



n/a

Tick, Giant

3



Bite as knife

Tiger

9 (+3)


17

Claw as dagger, bite as battle axe

Tiger, Saber Tooth

8 (+2)


16

Claw as dagger, bite as spear

Titan

4 (+2) to 2 (+5)

25

14-17

Slam as footman’s pick or by weapon. Titans are proficient with weapons as a fighter of their HD and are often specialized. Their weapons are oversized by human standards, generally doing four times the damage of their human counterpart, as well as their enormous strength bonus. For example, a titan sized longsword would do 4d8+14 damage to medium sized creatures.

Titanothere

5(-1)


6

Slam or stomp as footman’s pick

Toad, Giant

6



Bite as short sword

Toad, Ice

4



Bite as morning star

Toad, Poisonous

7



Bite as short sword

Trapper

1(-2)


5

n/a

Treant

0



Slam as footman’s flail

Triton

6(+1)/5(+1) when armored

13+

15

By weapon; Tritons are as proficient with weapons as fighters of their HD and are often specialized.

Troglodyte

5

13+


Claw as knife; bite as dagger; or by weapon. Troglodytes are proficient with weapons as fighters of their HD. All those possessing their strange javelins are effectively double specialized in such weapons.

Troll

4

18/50


Claw as battle axe; bite a battle axe; Trolls normally eschew weapons, but if one employs one they suffer only a -2 non-proficiency penalty.

Turtle, Giant Sea

2/5



Bite as two-handed sword

Turtle, Giant Snapping

0/5



Bite as two-handed sword

Umber Hulk

2



Claw as footman’s flail, bite as footman’s pick

Unicorn

6 (+4)


18

Hooves a club, gore as spear +2

Vampire

5 (+4)

18/76

18

Slam as footman’s mace, or by weapon. Though they often eschew weapons, vampires retain what proficiency they had with weapons in life, which can vary widely according to the vampire’s personal history. Assume at least 8th level of experience as fighter is common.

Wasp, Giant

6 (+2)


16

Bite as dagger; sting as spear

Water Weird

6 (+2)


16

Psuedopod as lasso

Weasel, Giant

8 (+2)


16

Bite as battle axe

Whale

3 (-1)



Bite or slap as footman’s pick

Wight

5



Claw as dagger

Will-O-Wisp

0 (+8)



Electrical discharge as military pick

Wind Walker

7



Slam as club

Wolf

7



Bite as club

Wolf, Dire

7



Bite as dagger

Wolf, Worg

6



Bite as dagger

Wolf, Winter

5



Bite as morning star

Wolverine

6 (+1)


15

Claw as knife +4, bite as knife +4

Wolverine, Giant

5 (+1)


16

Claw as dagger +4, bite as dagger +4

Wraith

10 (+6)


15

Touch as spear

Wyvern

3



Bite as halberd, sting as spear

Xorn

0 (+2)



Claw as knife, bite as military pick

Yeti

6



Claw as club
 
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Anyone still with me? :D

Monster Manual 1 is a work in progress. Reading it has forced me to assess it more critically that I ever had before. I always knew it was a mess in bad need of an editor, but actually reading every word of it really drove home that point. I'd also forgotten just how many instances there were of "treat this monsters attack as an X for the purposes of to hit", so it's clear that the writer really expected you to use the weapon vs. AC modifiers.

One question that has really struck me now that I've gone all in on this is, "Would I actually use this and recommend using this?" And in the case of creatures wielding weapons, I think so, though that's with some caveats. In the case of natural weapons, where you don't have strength bonuses or magical pluses to offset the penalties, then probably not. Before I think it would work out, you have to deal with the probably of the heavily armored knight as realistically a full-on tank that is almost impervious to most attacks. And the full degree to which that is true is I think something that's only recently entering the popular understanding, but if you use the weapon vs. AC tables it will be brought home.

Really dealing with that is going to require bringing really functional grappling and clinching rules into 1e AD&D and RAW it just does not remotely have that. There are a ton of monsters that could deal with the fact that they can't hurt a guy in plate by grappling, tripping, and jamming things into the small openings or pulling off bits of armor, but without rules for that a lot of monsters are going to be unreasonably nerfed and balance is not going to be really what is optimal.

As for say fights between PCs and hobgoblins, gnolls and bugbears, I do think the tables make things better, but I also feel that even with my tweaks there is too much of the table that double penalizes low AC and I think some of the lines should be toned down to smaller penalties or bonuses. Exactly what should be tweaked I'm not sure quite yet, but most of is the impact of unearthed arcana armor which again just reinforces for me how much UA broke the game and the game's balance and how little I realized that at the time. Specialization and full plate are both bad for the game and bad for the use of these tables in particular, both because of balance reasons and the reason I disliked specialization even back in the day, which was the mechanic discouraged you from utilizing found weapons or a diversity of weapons because your starting weapon was effective +3/+3 and gave bonus attacks (in the worst case).

Which is as much to say that the more pieces of 1e A&D I look at, the more I want to change. I suppose I knew that going in, because I left it because I wanted to change everything and that was before word processors and the like were ubiquitous. But I find now I want to change more than I wanted to change then, or at least I'm clearer about what I'd want to change it to. So much of Monster Manual 1 just needs a complete revision, similar to what I did for dragons.
 
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I've used for a while weapon-vs-AC, but with heavy modifications. The tables as presented, do not make much sense to me. "Base" AC 3 could be, for example, splint mail + shield, or plate mail. If you go into such detail, while have the same modifiers for different armors? I followed the lead of a poster on Dragonsfoot and, for each weapon, gave a modifiers vs: none, leather, chain and plate.
 

Wow! Everytime I think I’m done with 2e or 1e, I find an article or post that makes me want to go back and try things a bit differently. You’re absolutely right - at the age that I was playing the game, we took one look at the Weapon Vs Armor table and just figured “Why bother?” It felt too burdensome at the time, but we never even gave it a shot really.

I’m on my phone as I write this but when I’m back on my computer I’ll take a look at those tables in more detail. Thank you for all the work on this!
 

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