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The Adventurer's Guild divides encounters into five basic categories:

Animal

Humanoid

Magical/Legendary

Undead

Extra-Planar


An explanation of the classification and rating system is presented below.

Guild Rating System

Encounter Listings

Animal

Magical/Legendary

Humanoid

Natural creatures native to the Blackmoor wilderness

animal

Humanoid

Magical/Legendary

Humanoid

Humanoid creatures of all types

Humanoids

Magical/Legendary

Magical/Legendary

Magical/Legendary

Unnatural and magical creatures

Legendary

Undead

Extra-Planar

Magical/Legendary

All non-living beings and creatures

Undead

Extra-Planar

Extra-Planar

Extra-Planar

Creatures originating outside the Prime Material Plane

Extra-Planar

Alphabetical

Extra-Planar

Extra-Planar

Creatures by name and their category

alphabetical

Alphabetical Listing: Creature and Category

Ankheg                    Legendary


Barrow Wraith            Undead

Basilisk                   Legendary

Bat, Giant                     Animal

Bear                              Animal

Bear, Cave                    Animal

Beholder                Legendary

Boar                              Animal

Bugbear                 Humanoid


Centipede, Giant         Animal

Cerberus Wolf       Legendary

Cockatrice             Legendary

Crocodile                      Animal

Cyclops                  Humanoid


Death Knight              Undead

Demon (all)          Extra-Planar

Derro                       Humanoid

Devil (all)              Extra-Planar

Djinn                    Extra-Planar

Dragon                   Legendary

Dragon Turtle        Legendary

Drow Elf                  Humanoid


Efreet                    Extra-Planar

Elemental (all)     Extra-Planar

Ettin                         Humanoid


Frog, Giant                    Animal


Ghast                           Undead

Ghost                           Undead

Ghoul                           Undead

Giant (all)                Humanoid

Gnoll                       Humanoid

Goblin                     Humanoid

Golem (all)              Legendary

Griffon                    Legendary


Harpy                      Legendary

Haunt                           Undead

Hydra                      Legendary


Ice Worm               Legendary

Imp                      Extra-Planar

Ithilid                      Humanoid


Kobold                  Humanoid


Lich                             Undead

Lion                              Animal

Lizard, Giant               Animal


Manticore             Legendary

Medusa                Legendary

Minotaur              Legendary

Mummy                    Undead


Naga                     Humanoid


Ogre                      Humanoid

Orc                         Humanoid

Oriental Dragon  Legendary

Owlbear                Legendary


Pegasus                Legendary

Plague Rat            Legendary


Quasit                 Extra-Planar


Rat, Giant                    Animal

Revenant                   Undead

Reaver                       Undead


Scorpion, Large         Animal

Scorpion, Giant   Legendary

Shadow             Extra-Planar

Shadow Demon Extra-Planar

Shambler              Legendary

Skeleton                     Undead

Snake, Giant                Animal

Spectre                       Undead

Sphinx                   Legendary

Spider, Large               Animal

Spider, Giant         Legendary

Stirge                     Legendary

Swamp Horror      Legendary


Tiger, sabre-tooth       Animal

Treant                    Legendary

Tree Sprite            Legendary

Troglodyte Orc     Humanoid

Troll (all)                Legendary


Unicorn                 Legendary


Vampire                    Undead


Water Weird      Extra-Planar

Werewolf              Legendary

Wight                        Undead

Wolf                            Animal

Worg Wolf           Legendary

Wraith                       Undead


Zombie                    Undead




Categories

Encounter Rating System

       In attempting to classify encounters and creatures, we are inevitably asked two questions:  “How dangerous is it?”, and “How hard is it to kill?”  Both of answers are rather conditional.   Dangerousness can be tricky to define.  A cockatrice bite can barely break the skin, small ones can probably be killed in a single weapon blow, but one touch of a feather can turn even the Grand Master of the Wizard’s Guild into a stone statue of himself.  Similarly, for someone wearing the Armor of Righteousness and carrying Excalibur, things are going to be a little easier to kill than for someone using an iron table leg and a wicker shield. 

      There is no substitute for personal experience, but  some collective wisdom may help.  Over time, the Guild has developed a system which attempts to roughly equate the dangerousness of a given creature with the Guild's ranking system for professions.   It is not an exact science, and must be understood in context.  If, for example, we equal a sabre-tooth tiger to a rank 7 warrior, we’re not suggesting we’ve been bringing in tigers and testing them on the Guild combat course.  Rather, it expresses our experienced opinion that if you wouldn’t feel confident fighting a rank 7 warrior, you might want to stay away from tigers.   

     The primary factor in our rating system is how tough the creature is.  We then consider small value shifts for exceptional attack abilities or unusual characteristics.  Creatures are generally equated to an experienced warrior in appropriate gear, and magical abilities (if present) are discussed separately.  

      All things must be taken in context.  No matter how diligently we validate our research, inevitably some creature comes along that is bigger, stronger, faster, or more dangerous a version  than has ever seen before.  Nonetheless, experience demonstrates that for most potential encounters, a certain degree of predictability emerges for most creatures.  

Encounters are classified on a scale of 0 - 10, then A - D

      Creatures at class 0 are particularly weak, and can frequently be killed by a single solid weapon blow.  They represent “easy” encounters even for a novice adventurer. 


      Classes 1 through 4 are roughly equal to fighter-types of the same ranking, so for example a class 3 encounter is approximately equal to a rank 3 warrior, paladin, ranger, etc.  This assumes the fighter is appropriately equipped for his/her level.  It reflects primarily mundane rather than magical characteristics, hence the cockatrice (again as an example) is a class 2 creature, even though its feathers are potentially deadly to anyone. 

 

       For classes 5 through 9, we use a more rapidly-ascending scale.  Each of these classes represents a relative increase of two profession rankings rather than one: a class 5 equates to a 5th or 6th rank adventurer, class 6 to 7th and 8th rank, and so on.  This means each class increase implies a creature distinctly more powerful than the prior rank. 

 

      Class 10 and beyond defines encounters of the highest potential danger, and in all cases are creatures or encounters of truly legendary status (hence, “legendary scale”).  Class 10 is used for creatures with overwhelming but typically mundane abilities, a mountain troll being a classic example.  Class A represents those creatures whose “overwhelmingness” includes magical power, such as a demon.  Grades beyond this are almost purely academic, and merely relate the amount of out-of-proportion stupendous power the creature represents, such as comparing a lich (B) with a demi-lich (C).  Since the only thing more powerful would have to be an actual god manifesting on the plane, class D stands for deity, and has no actual meaning as an encounter. 


      In addition, we occasionally have to attempt to quantify another difficult-to-measure attribute, that being magic resistance.  Because by its nature this ability is interactive with originator of the magic, it becomes challenging to estimate the precise base-line values for any given individual creature, or to extrapolate it to the general population.  As a result, we use the following terms to represent relative ranges of magic resistance:

          Minimal:  10% or less

          Low:  up to 20%  

          Moderate:  up to 35%

          Substantial:   up to 50%

          Superior:  up to 60%

          Surpassing:  up to 75%

          Overwhelming:  up to 90%

          Godlike:  anything higher

Encounter Index

   



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