MM Appendix II: Monster Summoning Tables

==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
 	11-25	Dog, wild 	1
 	26-35	Hawk, large 	1
 	36-40	Hawk, blood 	1
 	41-50	Jackal 	
 	51-55	Mammal, small 	varies
 	56-60	Mammal 	varies
 	61-65	Otter 	
 	66-70	Otter, sea 	1
 	71-80	Owl, common 	1
 	81-90	Rat, giant 	
 	91-00	Skunk 	
 	 	 	
2 	01-70	Animal, herd 	2
 	71-80	Badger 	1
 	81-00	Horse, wild 	2
 	 	 	
3 	01-05	Badger, giant 	3
 	06-10	Boar, warthog 	3
 	11-15	Cattle, wild 	2
 	16-20	Cheetah 	3
 	21-30	Dog, war 	2
 	31-35	Hyena, wild 	3
 	36-45	Lion, mountain 	3
 	46-50	Lynx, giant 	2
 	51-60	Mule 	3
 	61-70	Camel 	3
 	71-80	Stag* 	3
 	81-90	Wolf 	2
 	91-00	Wolverine 	3
 	 	 	
4 	01-10	Bear, black 	3
 	11-25	Boar, wild 	3
 	26-40	Eagle, giant 	4
 	41-50	Jaguar 	4
 	51-60	Leopard 	3
 	61-75	Owl, giant 	4
 	76-90	Weasel, giant 	3
 	91-00	Wolf, dire 	3
 	 	 	
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
 	26-50	Lion 	5
 	51-75	Porcupine, giant 	6
 	76-00	Tiger 	6
 	 	 	
7 	01-50	Boar, giant 	7
 	51-00	Lion, spotted 	6
 	 	 	
8 	01-50	Bear, cave 	7
 	51-00	Tiger, sabre-tooth	7
 	 	 	
9 	— 	Oliphant 	8
 	 	 	
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==
 Monster Summoning I
1 Barracuda (1 HD)
2 Lamprey, common
3 Merman
4 Otter, sea
5 Piranha (3d4 appear)
6 Urchin, black
 Monster Summoning II
1 Barracuda (2 HD)
2 Dolphin
3 Locathah
4 Ray, ixitxachitl
5 Ray, sting
6 Sea horse
7 Seawolf, lesser
8 Urchin, green
 Monster Summoning III
1 Barracuda (3 HD)
2 Crab, giant
3 Lacedon (ghoul)
4 Sahuagin
5 Selkie
6 Urchin, red
 Monster Summoning IV
1 Hippocampus
2 Kapoacinth (gargoyle)
3 Lobster, giant (crayfish)
4 Merrow, ogre
5 Otter, giant
6 Shark (3-5 HD)
7 Triton
8 Urchin, yellow
 Monster Summoning V
1 Crocodile, giant
2 Lamprey, sea
3 Scrag (troll)
4 Sea lion
5 Selkie
6 Shark (5-6 HD)
7 Spider, giant marine
8 Water weird
9 Urchin, silver
0 Roll again with 1d8
 Monster Summoning VI
1 Eel, marine
2 Narwhal
3 Octopus
4 Seawolf, greater
5 Shark (7-8 HD)
6 Snake, giant sea (8 HD)
 Monster Summoning VII
1 Ray, manta
2 Slug, giant sea
3 Snake, giant sea (10 HD)
4 Squid, giant
 Monster Summoning VIII
1 Eye of the deep
2 Dragon turtle (12 HD)
3 Kraken*
4 Shark, giant
5 Vodyanoi (16 HD)*
6 Whale, killer
7 Whale, small herbivore (12 HD)
8 Worm, mottled (purple)
:* 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==
 Monster Summoning I
1 Frog, giant (1 HD)
2 Koalinth (hobgoblin)
3 Lamprey, common
4 Nixie (3d4 appear)
5 Otter, common
6 Piranha (3d4 appear)
 Monster Summoning II
1 Eel, electric
2 Frog, giant (2 HD)
3 Kuo-toa
4 Leech, giant (2 HD)
5 Lizard man
6 Piranha, giant
 Monster Summoning III
1 Crab, giant
2 Crocodile, common
3 Frog, giant (3 HD)
4 Lacedon (ghoul)
 Monster Summoning IV
1 Beetle, giant water
2 Crayfish, giant
3 Kapoacinth (gargoyle)
4 Kelpie
5 Merrow, ogre
6 Otter, giant
7 Pike, giant
8 Spider, giant water
 Monster Summoning V
1 Crocodile, giant
2 Eel, giant electric
3 Scrag (troll)
4 Water weird
 Monster Summoning VI
1 Eel, marine
2 Gar, giant
3 Octopus
4 Seawolf, greater
5 Snake, giant sea (8 HD)
6 Vodyanoi (8 HD)
 Monster Summoning VII
1 Catfish, giant
2 Greenhag
3 Naga, water
4 Snake, giant sea (10 HD)
 Monster Summoning VIII
1 Slug, giant sea
2 Dragon turtle (12 HD)
3 Kuo-toan monitor
4 Worm, mottled (purple)
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.