Revised Monster Experience Point Table

November 2008

The following table contains alternate information for calculating the experience points for monsters, superseding the information found in the DMG. This table is more consistent and provides a more even progression.

This table was based upon an article published in Dragon Magazine #80, in the Leomund’s Tiny Hut column by Lenard Lakofka. This column was about the 5% Rule which evened out the progression of the combat, saving throw, and experience point tables. This table is accompanied by expanded lists that describe what attributes qualify as Special and Exceptional abilities.

I liked it so much I immediately adopted this for my campaign!

I can’t recall how much modification I made to his table when I adapted it for use — it may be that I did nothing more than re-type it (this was 20+ years ago and I honestly don’t remember). IF I made any additions to his work it was minor and I cheerfully claim no credit for his work.

 

Experience Table for Monsters

  Experience Points
HD or Level Basic Experience Points HP per Hit Point HP per Special Ability HP per Exceptional Ability
1-6 hp   5 1 2 25
1-1 HD L0 7 1 3 30
1 HD M@A 10 1 4 35
1+1 to 1+3 L1 20 2 8 45
1+4 to 2+3 L2 35 3 15 55
2+4 to 3+3 L3 60 4 25 65
3+4 to 4+3 L4 90 5 40 75
4+4 to 5+3 L5 150 6 75 125
5+4 to 6+3 L6 225 8 125 175
6+4 to 7+3 L7 375 10 175 275
7+4 to 8+3 L8 600 12 300 400
8+4 to 9+3 L9 900 14 450 600
9+4 to 10+3 L10 1,100 15 575 725
10+4 to 11+3 L11 1,300 16 700 850
11+4 to 12+3 L12 1,550 17 825 1,025
12+4 to 13+3 L13 1,800 18 950 1,200
13+4 to 14+3 L14 2,100 19 1,100 1,400
14+4 to 15+3 L15 2,400 20 1,250 1,600
15+4 to 16+3 L16 2,700 22 1,400 1,800
16+4 to 17+3 L17 3,000 25 1,550 2,000
17+4 to 18+3 L18 3,500 27 1,825 2,250
18+4 to 19+3 L19 4,000 30 2,100 2,500
19+4 to 20+3 L20 4,500 32 2,350 2,750
20+4 and up L21+ 5,000 35 2,600 3,000

 

Typical Special Abilities

  • 3 or more attacks/round
  • missile discharge
  • AC0 or lower
  • special attacks (blood drain, hug, crush, rake, etc.)
  • special defenses (regeneration, hit only by special weapons, etc.),
  • high intelligence affecting combat
  • use of minor spells
  • attack multiple opponents
  • immunity or resistance to common attack form
  • using magic armor or weapon (+1 or +2)
  • using minor offensive/defensive magic item
  • cause more damage than like monsters due to strength.

 

Typical Exceptional Abilities:

  • energy level drain
  • paralysis
  • poison
  • major breath weapon
  • magic resistance
  • spell use
  • swallowing whole
  • weakness
  • attacks causing maximum damage greater than 20 singly, 24 doubly, 28 trebly, or 32 in all combinations in 1 round
  • hit only by +2 or better weapon
  • use of major armor or weapon
  • use of protective item.

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