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Monster Summoning I[]

Monster Summoning I
1 Ant, giant
2 Bat, huge
3 Beetle, fire
4 Bullywug
5 Goblin (Creature)
6 Hobgoblin
7 Jermlaine (3d4 appear)
8 Kobold (Creature) (3d4 appear)
9 Leech, giant (1 HD)
10 Muckdweller
11 Orc
12 Rat, giant (3d4 appear)

Monster Summoning II[]

Monster Summoning II
1 Beetle, bombardier
2 Centipede, giant
3 Frog, giant or killer
4 Gnoll (Creature) or flind
5 Lamprey, land
6 Lizard man
7 Mongrelmen (2 HD)
8 Mudmen
9 Spider, large
10 Stirge
11 Toad, giant
12 Troglodyte

Monster Summoning III[]

Monster Summoning III
1 Ankheg (3-4 HD)
2 Bat, giant (mobat)
3 Beetle, boring
4 Bugbear
5 Centipede, megalo-
6 Crab, giant
7 Crocodile, wild
8 Dog, death
9 Gelatinous cube
10 Ghoul
11 Lizard, giant
12 Lyc., rat
13 Orc, orog
14 Osquip
15 Sandling
16 Scorpion, large
17 Snake, constrictor
18 Spider, huge
19 Weasel, giant
20 Urchin, land

Monster Summoning IV[]

Monster Summoning IV
1 Ankheg (5-6 HD)
2 Ape, carnivorous
3 Banderlog
4 Ettercap
5 Gargoyle
6 Ghast
7 Hell hound
8 Heucuva
9 Hydra, 5 heads
10 Lyc., wolf
11 Ogre
12 Ooze, gray
13 Owlbear
14 Scorpion, huge
15 Snake, giant const.
16 Toad, poisonous
17 Toad, fire
18 Wasp, giant
19 Wolf, worg
20 Yeti

Monster Summoning V[]

Monster Summoning V
1 Ankheg (7-8 HD)
2 Cockatrice
3 Displacer beast
4 Doppleganger
5 Hornet, giant
6 Hydra, 7 heads
7 Hydra, 5 heads, cryo- or pyro-
8 Leucrotta
9 Lizard, subterranean
10 Lyc., boar
11 Margoyle
12 Minotaur
13 Ochre jelly
14 Rust monster
15 Slithering tracker
16 Snake, giant, pois. or spitting
17 Spider, giant
18 Giantkin, verbeeg
19 Wolf, winter
20 Zombie, ju-ju

Monster Summoning VI[]

Monster Summoning VI
1 Basilisk
2 Beetle, stag
3 Carrion crawler
4 Dracolisk
5 Drider
6 Griffon
7 Hydra, 8 heads
8 Lizard, minotaur
9 Lyc., tiger
10 Manticore
11 Ogre mage
12 Otyugh
13 Pyrolisk
14 Salamander
15 Spider, phase
16 Troll
17 Wolfwere
18 Wraith
19 Wyvern
20 Yuan-ti, halfbreed

Monster Summoning VII[]

Monster Summoning VII
1 Basilisk, greater
2 Behir or tunnel worm
3 Bulette
4 Chimera
5 Ettin or hill giant
6 Golem, flesh
7 Gorgon
8 Hydra, 10 heads
9 Hydra, 8 heads (pyro- or cryo-)
10 Lizard, fire
11 Mummy
12 Neo-otyugh
13 Pudding, black
14 Roper
15 Shambling mound
16 Slug, giant
17 Sphinx, hieraco-
18 Troll, 2-headed
19 Umber hulk
20 Xorn

Monster Summoning VIII[]

Monster Summoning VIII
1 Beetle, rhinoceros
2 Giant, fire or frost
3 Giant, fomorian
4 Golem, stone
5 Gorgimera
6 Hydra, 12 heads
7 Hydra, lernaean, 8 heads
8 Pudding, brown
9 Remorhaz
10 Rust monster
11 Will o'wisp
12 Worm, purple

Conjured Animals[]

Conjured Animals
HD Roll Animal Value
1 01-10 Baboon 1  1 4
11-25 Dog, wild 1  1 4
26-35 Hawk, large 1
36-40 Hawk, blood 1  1 4
41-50 Jackal   1 2
51-55 Mammal, small varies
56-60 Mammal varies
61-65 Otter   3 4
66-70 Otter, sea 1  1 4
71-80 Owl, common 1
81-90 Rat, giant   1 2
91-00 Skunk   1 4
2 01-70 Animal, herd 2
71-80 Badger 1  1 2
81-00 Horse, wild 2
3 01-05 Badger, giant 3
06-10 Boar, warthog 3
11-15 Cattle, wild 2  1 2
16-20 Cheetah 3
21-30 Dog, war 2  1 2
31-35 Hyena, wild 3
36-45 Lion, mountain 3  1 4
46-50 Lynx, giant 2  1 2
51-60 Mule 3
61-70 Camel 3
71-80 Stag* 3
81-90 Wolf 2  1 2
91-00 Wolverine 3
4 01-10 Bear, black 3  3 4
11-25 Boar, wild 3  3 4
26-40 Eagle, giant 4
41-50 Jaguar 4  1 4
51-60 Leopard 3  1 2
61-75 Owl, giant 4
76-90 Weasel, giant 3  3 4
91-00 Wolf, dire 3  3 4
5 01-15 Ape, carnivorous 5
16-25 Buffalo 5
26-40 Hyena, giant 5
41-55 Otter, giant 5
56-70 Skunk, giant 5
71-85 Stag, giant* 5
86-00 Wolverine, giant 5
6 01-25 Bear, brown 6  1 4
26-50 Lion 5  1 2
51-75 Porcupine, giant 6
76-00 Tiger 6  1 4
7 01-50 Boar, giant 7
51-00 Lion, spotted 6  1 2
8 01-50 Bear, cave 7  1 2
51-00 Tiger, sabre-tooth 7  1 2
9 Oliphant 8  1 2
10 Bear, polar 10
11 Elephant 11
(African)
12 Mastodon 12
13 Mammoth 13
14+ Whale (to 36)
*Stag: This is a large male deer that can butt for 2-8 or strike with its hooves for 1-3/1-3.
*Giant stag: A very large stag, 7' at the shoulder and weighing about 1,500 pounds. It can butt for 4-16 (4d4) or strike with its hooves for 1-4/1-4.

Terrain Guide[]

Plain: downs, heath, meadow, moor, prairie, savanna, steppe, tundra

Scrub: brackens, brush, bush, thickets, veldt

Forest: copses, groves, jungle, rain forest, woods

Rough: badlands

Hills: bluffs, dunes, ridges (gorge, rift, valley, canyon)

Mountains: glacier, mesa, tor

Desert: barrens, flat, waste

Swamp: bog, fen, marsh, mire, morass, quagmire, slough

Pond: lake, pool, tarn

Aquatic Monster Summoning, Salt Water[]

* This creature has a 10% chance to become free-willed for the duration of the spell if ordered to act against its nature or inclinations.

Special Encounters: Roll on the appropriate table. If the encounter is not suitable, then none occurs.

Surface Encounters: Unintelligent monsters are 75% likely to be driven off by flaming oil nearby, 90% if actually burned by it. Large amounts of food thrown overboard are 50% likely to end such an encounter.

Fish School: This is a large group of one type of fish, the aquatic version of herd animals. They usually do not attack unless commanded by magical means. If panicked, they might mill about, obstructing vision and movement. If large enough, they might cause buffeting damage (1-2 to 1–8, depending on size).

Ghost Ship: This is a lost ship manned by undead. Although it can be seen at any time, it usually attacks only at night, when its masters are at full power. Roll percentile dice once for the crew and once for their leaders. Crew: 01-40 = 10-40 skeletons; 41-80 = 10-40 zombies; 81-00 = 10-20 ju-ju zombies. Leaders: 01-30 = 1-4 wights; 31-60 = 1-3 wraiths; 61-80 = 1-2 spectres; 81-95 = 1-2 ghosts; 95-00 = 1 lich.

Hazard (ice): This can be a single huge ice mountain or 10-20 smaller, grinding floes. Hard contact with ice reduces seaworthiness by 5% and is 10% likely to require a seaworthiness check to avoid sinking.

Seaweed: This includes both floating masses of weed and beds on the bottom. The former slows ships by 50%. The latter are 30-300' high and reduce vision to 10 feet. Both provide a 40% chance for another encounter if moved through or investigated.

Sunken Ship: This is a victim of a storm, ice, or hostile action. Sometimes these have their original cargo, and may be inhabited. Roll percentile dice: 01-10 = Has merchant treasure (see Men, merchant ); 11-20 = No treasure; 21-60 = 2-24 lacedons (original crew); 61-00 = Monster (roll on appropriate encounter table).

Special Encounters: These can include morkoth, mottled worms, shipwreck survivors, an eye of the deep, sudden storms, seaweed that allows underwater breathing when eaten, giant clams, aquatic versions of carnivorous plants, storm giants, and so on.

Aquatic Monster Summoning, Fresh Water[]

Special Encounters: Roll on the appropriate table. If the encounter is not suitable, then none occurs.

Surface Encounters: Unintelligent monsters are 75% likely to be driven off by flaming oil nearby, 90% if actually burned by it. Large amounts of food thrown overboard are 50% likely to end such an encounter.

Fish School: This is a large group of one type of fish, the aquatic version of herd animals. They usually do not attack, unless commanded by magical means. If panicked they might mill about, obstructing vision and movement. If large enough, they might cause buffeting damage (1-2 to 1–8, depending on size).

Ghost Ship: This is a lost ship manned by undead. Although it can be seen at any time, it will usually attack only at night, when its masters are at full power. Roll percentile dice once for the crew and once for their leaders. Crew: 01-40 = 10-40 skeletons; 41-80 = 10-40 zombies; 81-00 = 10-20 juju zombies. Leaders: 01-30 = 1-4 wights; 31-60 = 1-3 wraiths; 61-80 = 1-2 spectres; 81-95 = 1-2 ghosts; 95-00 = 1 lich.

Hazard (navigational): This can ground or damage a vessel that does not have aboard a pilot familiar with the waters. Such hazards as sandbars and submerged logs often change position.

Seaweed: This includes both floating masses of weed and beds on the bottom. The former slows ships by 50%. The latter are 30-300' high and reduce vision to 10 feet. Both provide a 40% chance for another encounter if moved through or investigated.

Special Encounters: These can include morkoth, mottled worms, shipwreck survivors, an eye of the deep, pearl beds, sudden storms, seaweed that allows underwater breathing when eaten, giant clams, aquatic versions of carnivorous plants, storm giants, and so on.

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