AD&D 1E XP Value for Monsters?

Been there, did that. Should have printed out the t-shirt.

I had at one time hand-written notes for redoing many of the games monster entries to bring everything up to the MM2 standard and my own house rules. This included big updates to two things correcting XP entries and correcting/improving how AC was recorded in the MM. I had started using the "To Weapon vs. AC" tables in the Unearthed Arcana (with some minor tweaks, like making axes a bit heavier hitting just to bring some variety) and the problem was I wanted to extend this to all monsters. The entries and rules seemed to imply that monsters had armor equivalent to humanoid armor, but with the same modifiers for dexterity or magic or whatever. So I set about separating the AC of all monsters into two numbers, actual "Armor Class" (like '5' equivalent to chainmail) and the monsters "Armor Bonus" the adjustment to the AC up or down. This would be written as like 5(+2) or 2(-2) or whatever. AC 5(+2) differed from AC 3 in that you used a different column in the "Weapon vs. AC" table. I soon noticed that functionally this was giving me Dexterity values, which I also adopted because I wanted more monsters with bonuses to initiative owing to the fact that if the party on average tended to go first the fight was a rout and generally over before the monster could really react.

I handled all this extra complexity by making "to hit" tables for each player character for each weapon they commonly used. The result of this was my game actually sped up, because they could just report the number they rolled unmodified and the math was built into the table - no more losing 3-5 seconds each attack adding the fiddly bits.
:ROFLMAO: You win!

Me? I'm just working on the "List all monsters ever published for D&D up to and including AD&D (in TSR products and then some) list"--currently at 21,157 unique entries but side-lined for the xp project--and the "List all wizard spells ever published for D&D up to and including AD&D (in TSR products and then some) list".
 

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:ROFLMAO: You win!

Me? I'm just working on the "List all monsters ever published for D&D up to and including AD&D (in TSR products and then some) list"--currently at 21,157 unique entries but side-lined for the xp project--and the "List all wizard spells ever published for D&D up to and including AD&D (in TSR products and then some) list".

Oh no, I think you "win" - though I question whether that's a prize or a white elephant.

I doubt I've used more than 300 published monsters in 40+ years of running games. When I was writing my 3e house rules one of my projects was looking at published spells from the 1e/2e era to see if any of them needed to be ported forward. The answer was pretty much "no".
 

Absolutely. Just try and calculate the xp for a band of 100+ hobgoblins and their leaders, some of which will have missile weapons and others won't -- not to mention witch doctors (DMG, p. 40), which is a wholly different headache. o_O
For that, for the 100 regulars I'd just take a rough average of their hit points (let's say it's 8 each and they're 2 HD) and calculate their base xp 100 x (20 + 16) then if 40 of them had missile weapons I'd add 40 x the SA bonus. Quick and easy.

The leaders, witch doctors, etc. probably have to be worked out individually. That's the tedious part. :)
Heh. And to think that "special saving throws" and "immunities" and "resistances" (other than "magic resistance") aren't even in the SAXPB/EAXPA list in the DMG...
Immunities and resistances aren't listed but reverse-engineering some Appendix E numbers tells me they count. Iron Golems are a good example - at first glance their App-E xp value looks stupidly high, but when you stop and realize that they're immune to just about everything the number starts making more sense. (relevant to me currently as I just DMed 3 of them last session)
 

I just gave up when I was running 1e and used the XP totals for a monster they assigned in 2e. Modules for 2e sometimes have xp values for NPCs so I would crib those for a 5th level wizard or something.
Quite a few of the later 1e modules also give xp values right in the monster stats, and I also use those when they're given.
I know that doesn't help, but I didn't have the patience to math everything out and took the cowards path.
I'll math it out if I have to but if someone else has done the work for me, I'm fine with that too. :)
 

For that, for the 100 regulars I'd just take a rough average of their hit points (let's say it's 8 each and they're 2 HD) and calculate their base xp 100 x (20 + 16) then if 40 of them had missile weapons I'd add 40 x the SA bonus. Quick and easy.

The leaders, witch doctors, etc. probably have to be worked out individually. That's the tedious part. :)
Yup. Something like that. Still, I was running a completely randomly rolled 1E dungeon a while ago, and I had the xp for all encounters neatly worked out--as far as possible (had some time because of the COVID thing). Just crossed out what ended up dead and then added up all of their xp values at the end of the session. Worked like a dream. That was actually the main reason that I had to start looking seriously into 1E xp values for monsters--and noticed the problems with them.

Immunities and resistances aren't listed but reverse-engineering some Appendix E numbers tells me they count. Iron Golems are a good example - at first glance their App-E xp value looks stupidly high, but when you stop and realize that they're immune to just about everything the number starts making more sense. (relevant to me currently as I just DMed 3 of them last session)
True that. There are lots of special attacks and special defenses that are not listed in the SAXPB/EAXPA examples that seem to get xp in Appendix E. Surprise (and surprised on a 1 only) being another of them that is on that list and seems to be gettig xp in many cases. Was later referred to and included in the list by Lakofka and Moore in their Dragon articles on xp, by the way.

The baboon's special defense "Climbing" seems to have slipped through their mazes, though!
 

It doesn't help that the lists of abilities that provide SA and EA bonuses are incomplete. [....]

For purposes of calculating xp values, it gets a bit messy. Somewhere in the DMG (I think) there's a stray note suggesting that each extra class a creature has beyond the first effectively adds a hit die. Thus, your C/A 7/7 would start as a 7+1 to 8 (because of the Cleric class) then add a die for the Assassin class which puts it as 8+1 to 9.

I think the spreadsheet I mangled would handle this well enough.

1760481745424.png


Note, this is kinda-doubled to represent not giving XP for gold. But this logic is built right from the DMG.
 
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Those are the multipliers. This is actually pulled from the DMG - table 32

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Y'all could easily add your own elements; or use the existing ones if you're not an Excel geek. Like just tick "yes" for high intelligence to compensate for psionics, or toggle "special magical attack" for aging....
 

What were they thinking?

Some further musings on the subject of “What in blazes were they thinking when they created Appendix E!?”, in which, for reasons, we shall ignore the note “If an otherwise weak creature has on extraordinary power, multiply the award by 2, 4, 8, or even 10 or more.”, and we shall only use information in the DMG, MM, and PHB.

If we were to make a very basic analysis of the SAXPBs and EAXPAs provided in the table under EXPERIENCE POINTS VALUE FOR MONSTERS on page 85 of the DMG, and assume (for reasons) that the xp values of monster abilities are based on “effects that cause harm in combat”, I’d say we’d end up with the following “general statistics”:
Screenshot from 2025-10-29 21-43-08.png

Magic: Assuming, for reasons, that “attack” typically means “some physical act (or natural weapon) intent on harming an opponent”, this would mean that the categories “energy drain”, “spell use”, “weakness”, “paralysis” (sometimes), and possibly “minor spells (basically defensive)” are the only ones that deal with “acts of magic intent on harming opponents”.

Necessary side-trek: Paralysis
In the Monster Manual, “paralysis” typically means “helplessness without duration”, typically leading to certain death because of the nature of the monsters involved (e.g., ghoul, gelatinous cube). Now, I realize that this notion hails from an OD&D time when DMs would simply say “Oh dear. Your PC is paralyzed and now the ghoul eats him and now you’re dead. Roll a new PC.” But let’s stick with the notion of “no duration” for now.
So, the Monster Manual has no duration for paralysis caused by: carrion crawlers (secretions; save vs paralyzation), floating eyes (hypnotism; save vs paralyzation), ghasts (touch; save vs paralyzation), ghouls (and lacedons) (touch; save vs paralyzation), giant wasps (poison; save vs poison), liches (touch; save vs paralyzation; OD&D has “no saving throw”), Portuguese man-o-wars (poison; save vs paralyzation), slithering trackers (secretions; save vs paralyzation), and Yeenoghu (flail; save vs wands).
The Monster Manual has a duration for paralysis caused by: gelatinous cubes (but was “anesthetized” in OD&D), mummies (but is “fright”), sting rays (poison), and yetis (but is “fright”)
And so: Damn you, sting rays!
Also, although Appendix E in the DMG has “paralyzation” as a special attack for the manta ray, the Monster Manual says that victims are stunned for 2-8 rounds.
Other sources on “paralysis”
OD&D M&T p. 39, albeit under “artifacts”: “Paralysis (until freed by designated means).”
PHB p. 53, under “holy word”: “Paralyzes 1-4 turns.”
PHB p. 97, under “paralyzation”: “(...) paralyzed, and a dispel illusion or dispel magic spell must be used to remove the effect, or the illusionist may dispel it at any time he or she desires.”
DMG p. 67, under “special “to hit” bonuses”: “Opponent magically asleep, held, paralyzed, or totally immobile.”
DMG p. 100: “The DM then rolls 3 attacks for the ghoul that grabbed at the busy gnome, and one claw attack does 2 hit points of damage and paralyzes the hapless character, whereupon the DM judges that the other 3 would rend him to bits.”
DMG p. 133, under “rod of lordly might”: “1. Paralyzation upon touch if the wielder so commands”
DMG p. 134, under “staff of power”: “Paralyzation is a ray from the end of the staff which extends in a cone 4” long and 2” wide at its base.”
DMG p. 136, under “wand of paralyzation”: “If the ray touches any creature it must save versus wands or be rigidly immobile for from 5-20 rounds.”
DMG p. 136, under “special purpose power”: “paralysis for 1-4 rounds (save vs magic)”


Although I seem to recall that someone (Gygax?) somewhere gave a duration for the paralysis caused by a ghoul (Sage Advice? Dispel Confusion?), the only reasonable indication I can find that paralysis may have a duration is the text under “wand of paralyzation” in the DMG. But then this would only be because many spell-like effects, especially fear, often have something added along the lines of “as the wand of the same name.” However, in the Monster Manual, this is never said for paralysis.

Tentative Conclusion Regarding EAXPAs
Going with the above, I’d say that the following “special attacks” are extraordinary abilities:

attacks that lead to instant death (or near instant death) without regard for hit points;
attacks that lead to instant helplessness without end;
and
attacks that inflict at least 25 points of damage – I.e., attacks that are likely to lead to instant death even at higher levels.

In the case of breath weapons, this would mean that the breath weapon of a chimera (3-24 damage) and those of some younger dragons would not count as “major breath weapons”—and therefore as EAXPAs—unless we assume that “major breath weapon” also includes “the ability to inflict damage in an area”. Which would not be that unreasonable to assume, although that will lead to problems in and of itself. For example, the anhkheg’s ability to squirt acid for 8-32 points of damage can affect one target only (unless the PCs have all lined up neatly, of course).

Saving Throws
Looking at the various saving throw categories, I suppose we can assume to following:
Screenshot from 2025-10-29 21-43-29.png

This, at least, seems to have “helplessness” and “instant death” in the same category.

Next
So, what to do with those abilities that are not mentioned in the SAXPB/EAXPA table in the DMG, but which are still mentioned in Appendix E? There are … um, quite a lot of them, among which: aging, charging and trampling, charms, disease, etherealness, fear, human weapon, magic use, petrification, wisdom drain, possession (magic jar), rear claws, sleep, spitting, stampede, stunning, surprise/surprised, various immunities, various resistances, various senses, whirlwind, and of course, climbing.
I’d say that many of these are probably best ignored, wherefore we shall eliminate: 1-4 attacks on same opponent (hydra; covered); able to move on walls and ceilings (subterranean lizard); back kicks (leucrotta; not massive damage, not 4+ attacks); head AC 3 (buffalo; not AC 0); flippers in water (Plesiosaurus; not massive damage, not 4+ attacks); double damage on 20 (giant lizard; not massive damage; not 4+ attacks); smash tail (whales; covered); exceptional intelligence in combat (wolverines; covered); and, of course, climbing (baboon).
Bah! That’s a lot less than I was hoping for.

Anyway, I think SAXPB/EAXPA values can be given for at least some of the rest of them.

Petrification
PHB
, p. 78: “The creature polymorphed must make a "system shock" (cf. CONSTITUTION) roll to see if it survives the change.”
PHB, p. 12: “System Shock Survival states the percentage chance the character has of surviving the following forms of magical attacks (or simple application of the magic): aging, petrification (including flesh to stone spell), polymorph any object, polymorph others.”

Appendix E typically has a value of 3×EAXPA for petrification, as it often seems to have for instant death. Assuming that petrification is “a complete transformation that constitutes a massive shock to the system”, I suppose we can safely assume that petrification falls into the EAXPA category. As would be anything else that requires a system shock survival check—if only because failing one means instant death. This means that “polymorph other” would also be EAXPA. Gotcha, leprechaun!
So far, so easy.

Aging
Apart from this being a major effect that requires a system shock survival check, it can also lead to “(near) instant death without regard for hp”. Another EAXPA in the bag.

Spitting poison, tail spikes, shoot quills, hurl rocks
PHB
, p. 104: “COMBAT This broad heading covers all forms of attack and fighting. It includes clerical turning undead, magical control, spell attacks, breath and gaze weapon attacks, magical device attacks, missile discharge, and melee (hand-to-hand combat).”
PHB, p. 104: “Missile Discharge: This aspect of combat includes catapult missiles, giant-hurled rocks, the discharge of spikes from a manticore’s tail, throwing such things as flasks of oil, torches, vials of holy water, bottles of poison, magic weapons (javelins of lightning, fireball missiles from a necklace, etc.), poison spitting, the hurling of axes, hammers, javelins, spears, etc., and shooting sling missiles, arrows, bolts and so forth from slings and bows.”

Apart from having such rather interesting categories as “breath and gaze weapon attacks” and “magical device attacks”, this suggests that poison spitting, giants hurling rocks, etc., falls under the SAXPB “missile discharge” in any case—regardless of the damage they inflict. Interestingly, this would also include the “fireball” shot from the red gem in the skull of the eye of fear and flame (FF).
I suppose it could be argued that “spitting poison” fires an amount of poison at an opponent, as opposed to it being a stream of poison such as generated by a black dragon. If so, then the “spit acid” ability of the giant slug (ca 60’ range) would also fall in the category “missile discharge”. And likewise the anhkheg’s ability to “squirt acid” (30’ range)? And what about the camel’s “blinding spittle” (no range)? It has no xp in Appendix E and the “Inflict damage before melee” rule says that it shouldn’t have any?

Instant or near instant death without regard for hit points
Like for petrification, Appendix E typically has a value of n×EAXPA for “instant or near death without regard for hit points.” Let us therefore assume that the following are all at least one EAXPA: “smother prey in 2-5 rounds” (lurker above); “smothers in 6 rounds” (trapper); “suffocation” (shambling mound); “tentacle hit slays in 1-4 rds” (mind flayer); “burrow into flesh” (rot grub); Orcus’ wand of death; “infect flesh” (green slime); the various death gazes and death rays (catoblepas, beholder, sea hag); the groaning spirit’s death wail (keening); and people dying on the spot when looking at a disrobing or nude nymph.

Weakness, enfeeblement, strength loss, revulsion odor, musk spray (some)
This should include the shadow’s strength draining ability; the troglodyte’s revulsion odor; the roper’s “6 poisonous strands causing weakness”; and the musk spray of the giant skunk, wolverine, and giant wolverine.
But then what were they thinking when they made the “squirt musk” (also) a special defense in Appendix E? Where they thinking that the “blinding” aspect of the spray is a special defense rather than a special attack—because there’s no damage involved? What does that mean for the camel’s blinding spittle? And for the “deafening” aspect of the “firing acid cloud” ability of the bombardier beetle? Hmm… interesting.

Non-lethal poison
DMG
, p. 20: “Poison Types: The poison of monsters, regardless of its pluses or minuses to the victim's saving throw, is an all-or-nothing affair. That is, either they do no damage, or they kill the victim within a minute or so.”
Since the category “poison” is probably meant for “instantly lethal poison”, we are left with poisons that are not instantly lethal.

Interestingly, the entry for the giant ant in Appendix E has “2-8/3-12” under “Damage Per Attack” for the soldier/warrior ant, and then “sting” under Special Attacks. Then, the Monster Manual says this: “The warrior ant has 3 hit dice, does 2-8 hit points of damage with its mandibles, and if it hits with them it will also attempt to sting for 3-12 points of damage. If a sting hits, a saving throw versus poison must be made; if successful the victim takes only 1-4 hit points of damage.”

Appendix E has “pain poison” under erinyes; “rotting poison” under the violet fungi; “attack poison causes dexterity loss” under quasit; “6 poisonous strands cause weakness” under roper; and then there’s the various “poisons” that ask for a saving throw vs poison but lead to a disease or paralysis or something.
All others with lethal poison just have “poison”, sometimes with the means of delivery added. Exceptions to this being the pseud-dragon and the giant wasp, but here the poison can be or is lethal after some time, so that’s OK—clutching at straws here, obviously.

Question being: should non-lethal poison being “poison” simple be ignored? If we’d do this, the giant warrior/soldier ant would inflict a maximum of 20 points of damage, wherefore it would get zero additional xp for anything. So what does Appendix E say about this? Well, it says that the giant soldier ant is worth 40+3/hp, which isn’t a actually thing because its base xp is 35+3/hp, plus 15 xp for SAXPBs and plus 55 xp for EAXPAs.

And the others?
The erinyes’ “pain poison” leads to fainting, so “helplessness?”
The violet fungi’s “rotting poison” has no info on the effects.
The quasit’s “attack poison causes dexterity loss” should be in a “stat loss” category.
The roper’s “6 poisonous strands cause weakness” is under “weakness.”
And the various other poisons should be in the category that defines their effect (e.g., paralysis, disease)

Disease
Infuriatingly, the only real clue we have as to the SAXPB/EAXPA value of the ability to cause “disease” is the xp value of the giant rat, which has a 5% chance to inflict a serious disease with its bites (save vs poison), and has 7+1/hp, which suggests that the possibility of inflicting a serious disease is valued as an SAXPB.
While there is something to be gleaned from the xp values of other monsters than can cause diseases, this of a lot less value than it would seem. For example, the giant leech (disease fatal in 2-5 weeks; 50% chance to conract; no saving throw) has 4×SAXPB making up its xp value, while notably, its blood draining leads to weakness; the giant tick has 5×SAXPB plus 1×EAXPA making up its xp value, which supposedly is for blood drain (1-6) and disease (fatal 2-8 days; 50% chance to contract; no saving throw); the mummy’s mummy rot leads to lasting stat loss so that’s a different story; and the xp values for the (neo-)otyughs are useless because there’s no such thing as +15/hp and there’s no info on saving throws (just a 90% chance to contract) and whether typhus is lethal or not.
So. Does a disease lead to “(near) instant death without regard for hp”? To instant helplessness without end? To at least 25 points of damage? I’d say: not really. Trebly.

Also, apart from the giant rat, there’s no saving throws against diseases.

SAXPB then? As long as it isn’t fatal and doesn’t lead to an EAXPA effect, such as stat losses for mummy rot?
So, SAXPB for “Disease (non-fatal)”, and then EAXPA for “Disease (fatal)”. Not so sure about the latter, because diseases aren’t usually fatal until after at least a couple of days.
And what to call a category for a disease that is not fatal but leads to some effect worth an EAXPA? “Disease (special)”? Or should the EAXPA effect take precedence, so that mummy rot will fall under the (future) category “stat loss”?
Hmm…, and here we’re getting into “splitting” effects territory, which is bad.

So far:
Screenshot from 2025-10-29 21-43-47.png
 

Trying to avoid the “splitting” effects territory—and failing miserably

Breath weapon or major breath weapon?
DMG, p. 227: “Breath Weapon — Special attack of certain creatures like dragons, chimerae, etc. causing any of several different effects. For saving throw purposes the “Breath Weapon” category excludes petrification and polymorph results, which have their own category.
So what is a “major breath weapon”? Many things have been said about this, but there’s nothing conclusive in the MM, DMG, and PHB that I can find, with (possibly) two exceptions.

The first is that “An ancient spell-using red dragon of huge size with 88 hit points (…)” has a major breath weapon (DMG, p. 85), which is obviously a bit of a no-brainer, because it can inflict 88 points of damage in a 5×90×30-ft cone.

The second is that some breath weapons allow for different saving throws. Not sure what to do with this, but this obviously includes the gorgon, which has “breath weapon” in Appendix E instead of something including words like “petrifies” or “turns to stone”, which sucks. And what about the iron golem, which "will breathe out a cloud of poisonous gas" and has “poison gas” in Appendix E?

And then there’s the notion that there are/were “saving throws against dragon breath”; that Tiamat has “breath weapons”, and Bahamut a “breath weapon”; that all other metallic dragons have a “breath weapon”, and that the silver dragon has “breath weapons” in the MM; and that, notably, a pyrohydra also has a “breath weapon”.
So does the latter mean: one monster, one breath weapon? But then only for monsters with multiple mouths for the same effect because Tiamat? And does a metallic dragon just have one breath weapon that can generate different effects? A “weapon” with multiple aspects, as it were?

Unfortunately, the notion that the xp values of monster abilities are based on “effects that cause harm in combat” isn’t much help here, and changing it to “effects that inflict damage in combat” is gonna open up even more cans of worms than I’m already trying to close.

So maybe we should take the category “attacks causing maximum damage greater than 24 singly” being worth an EAXPA as a guideline? As noted earlier, this will make the chimera’s breath weapon (3-24 damage) not a “major breath weapon”, while some younger dragons will not have one either. Not sure if I’d want to treat the chimera’s breath weapon as a “minor breath weapon”, by the way, coz that would mean trouble.

Let’s see which monsters actually breathe out some harmful substance, regardless of whether this ability is defined as a breath weapon or not. And let’s, for reasons, split them into area-affecting “breath weapons” and those that can only affect a single creature.

table1.png


Well, this doesn’t really get me anywhere, except that some dragons and dragon turtles definitely have a “major breath weapon”; that the gold dragon may have two of them; that there’s a saving throw vs dragon breath instead of one vs paralyzation for the silver dragon’s paralyzing breath weapon; that there can be a saving throw vs dragon breath even if a breath weapon can only affect a single individual; and that there’s nothing to prevent an anhkheg’s “squirt acid” ability from being a (major?) breath weapon, unless it is delivered through some other orifice (because skunk).

In any case, all of this suggests that simply going with Appendix E “breath weapon” as the basis for a “major breath weapon” doesn’t seem right. For why would the gorgon’s “breath weapon” be a “major breath weapon” and the iron golem’s “poison gas” not be one—and not even be a breath weapon at that?

I guess I’m stuck.

Main question 1: Does a “breath weapon” in general need to affect an area?
Answer: Probably not.
Main question 2: What defines a “major breath weapon”, other than being able to inflict 88 points of damage?
Answer: No idea.

Decision time the first
Let’s go with the notion that a “major breath weapon” must generate some “major effect” worth an EAXPA. This means at least 25 points of damage (as per the massive damage rule, singly); or instant death (e.g., poison); or paralysis; or system shock (e.g., petrification). And let’s assume, for the moment at least, that it need not be able to affect an area.

This nets us the following:

table2a.png

table2b.png


Breath weapons that generate spell(-like) effects
Although I’m gonna regret this, I’m gonna say that breath weapons that generate a spell-like effect in an area are typically gonna be “major breath weapons.” Why? Because, in case of metallic dragons, I’d say that the spell-like effects they generate are not not really based on “minor (basically defensive) spells”, therefore putting them on par with “spell use”, which is an EAXPA.

Sleep, though but a 1st-level spell, affects creatures of all levels and basically renders them “motionless”, as per “paralysis.”
Fear is a 4th-level spell and sort of forces creatures to act against their will (which will become important later on).
Repulsion is a 6th-level spell and therefore hardly “minor”, while it also prevents creatures from approaching the dragon—and therefore inflict damage on it in melee.
Slow is a 3rd-level spell and curtails creatures’ abilities to inflict damage.
Gaseous form, while not a spell, prevents creatures from acting at all, while it could also be argued that it is a “transformation” effect, and therefore a shock to the system.

Drat. This sounds weaker than I thought it would, for it could easily be argued that these breath weapons are “special defenses”, perhaps like the nightmare’s smoke cloud and the giant squid’s ink cloud. Or maybe not. They’re “breath weapons” after all, and mentioned under “special attacks” rather than under “special defenses.”

table3.png


There. Done!
Hmm… I’m actually not liking all of this at all.

For one, all of it is based on at least two arbitrary decisions.

For two, calculating dragon xp is gonna be an even bigger headache that it already is, and not only because of the “special defense” mentioned in the red dragon example in the DMG (p. 85).
Because how many “major breath weapons” do dragons with multiple “major breath weapons” (e.g., gold dragon, silver dragon) have? I can see why Appendix E says that Tiamat has 5 breath weapons, for they all inflict damage and they come from five different heads. Is that why the gold dragon doesn’t have “breath weapons”? But then why doesn’t the pyrohydra have “breath weapons”? Because all of them generate the same effect?
Does the silver dragon have “breath weapons” in the MM because one of them inflicts massive damage and the other generates and EAXPA effect? Then why doesn’t Bahamut have “breath weapons”?
Mind = blown.

For three, is this going to mean that a “minor breath weapon” is either worth 1×EAXPA as a “special attack”, or that it isn’t worth nothing at all, other than for the massive damage count in a round? Or both? Which would make things even worse.

For four, must the 3-12 hp damage from Juiblex’ slime-spitting be seen as “damage” per round, and must the “near instant death” from the green slime be worth 1×EAXPA? This would mean that one spit would be worth 1×SAXPB, plus 1×EAXPA, at the very least. Still, the miscreant has 47280 xp, so not all may be lost just yet.

For five, does splitting the “breath weapon” of Juiblex as above mean that the breath weapons of the iron golem and the gorgon are now gonna be worth 1×EAXPA for being “major breath weapons”, and 1×EAXPA for their effects? It would still sort of fit, though, for the gorgon has 5×EAXPA in its xp value, which would be 3×EAXPA for its petrification effect (as often seems to be the case), and at least 1×EAXPA for its “major breath weapon”. And the iron golem has 1×SAXPB plus 4×EAXPA making up its xp value, which would be … oh, never mind.
And then what about the silver dragon’s breath weapons? 2×EAXPA for two major breath weapons, plus 1×EAXPA for one of them being paralyzation? Then why not an extra EAXPA for the massive damage inflicted by a huge, ancient version? Because of the red dragon xp example in the DMG? Which adds things up wrongly anyway?

For six…, well, there’s a lot more.

For seven, and most important of all, all of this is probably nothing at all like what they were thinking when they made Appendix E.

Massive damage?
Deciding what “major breath weapons” are has left me with many breath weapons and similar attacks that have not been given an SAXPB or EAXPA. Should they have one? Should there be a special attack called “minor breath weapon”? I’d rather there wasn’t, for why didn’t they think of that?
But they should count for something, if only because at least one of them is listed as a “breath weapon”; most have a saving throw; and many can inflict considerable damage, if not “massive damage”.

So, should they count for the amount of damage a monster can deliver in a single round? Obviously, most of them do not fall into the category “attacks causing maximum damage greater than 24 singly”, and not just because I’ve suggested that this category “pertains only to physical acts and/or “natural weaponry” only … for now.”

So what if we would just forget about that suggestion, which…, um, I’ve already done with diseases? Take into account any and all damaging attacks a monster can unleash in a round? And use the category “attacks causing maximum damage greater than 42 in all combinations possible in 1 round” for moral support?
Nope, not gonna work in most, if not all cases. Most notably, dragons cannot attack and use a breath weapon in the same round, and something like that is probably true for the electric eel (jolt), the ice toad (cold radiation, which is actually a “cold blast”), and the djinni and the air elemental (the whirlwind actually transforms them).

Another problem would be that they cannot really be counted as an “additional attack” as far as the number of attacks per round is concerned, because that’s a fixed number in both Appendix E and the MM.

The “Attacks affecting an area” angle
Considering all of the above, it’s probably not worth even trying to go into this.

Or is it?
Maybe the fact that breath weapons do affect an area makes them a special attack in their own right? And since they’re not “major breath weapons”, are they just “special attacks” worth 1×EAXPA? So would that lift the “pertains only to physical acts and/or “natural weaponry” only … for now”-limit on special attacks?
And yet, though that’s probably inevitable anyway for many other reasons, I’m still gonna hold back on that, mostly because the “special attacks” category in the monster xp value table in the DMG involving “physical attacks” solely* is just about the only thing in it that is consistent.

Which leaves the non-“major breath weapons” up in the air… for now.

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