General

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A Note on Saving Throws

Some monsters in this book save as a member of a specific classic fantasy character class, of a particular level. Their saving throw values are thus drawn from the saving throw table for that class, rather than from the standard monster table. In this case, the equivalent character class and level are listed in parentheses after the saving throw values: C=Cleric, D=Dwarf, E=Elf, F=Fighter, H=Halfling, MU=Magic-User, T=Thief.


Required Books

Core Rules: The basic rules for monsters are found in Old-School Essentials Core Rules. Classic Fantasy: Genre Rules: Occasional references are made to character classes from this book. Some monsters mention having classed NPCs as leaders. The section on encountering NPC strongholds and adventuring parties also refers to classed NPCs. (If Classic Fantasy: Genre Rules is not in use, replace these NPCs with characters of alternative classes.)


Heritage

The material presented in this book represents a 100% faithful restatement of the monsters and encounter tables from the classic Basic/Expert game.


Persons

The following monsters in this book are classified as “persons”, for the sake of magical effects: acolyte, bandit, berserker, brigand, buccaneer, bugbear, dervish, dwarf, elf, gnoll, gnome, goblin, halfling, hobgoblin, kobold, lizard man, medium, merchant, merman, neanderthal, nixie, noble, normal human, ogre, orc, pirate, pixie, sprite, trader, troglodyte, veteran.