MONSTER REACTION AND APPROACH TABLE (SOLO GUIDE) (d100)

A random result will be collated from each column

d100 APPROACH TACTICS REACTION

1-4

Roll on "What do the monsters do? (SOLO GUIDE)"

Roll on "Ironsworn—Combat Actions & Events"

If monster has dropped to less than 50%

hp, it flees (provoking an opportunity

attack if necessary), taking double

movement.

5-8

Roll on "What do the monsters do? (SOLO GUIDE)"

Roll on "Ironsworn—Combat Actions & Events"

If you scored 25% or more of the

creature’s hp in damage during the last

round, creature makes a wis check

(DC=PC's wisdom+intimidation

modifier). If it fails, it moves away from

you quickly (taking dash), and provoking

an opportunity attack if necessary. If it

succeeds, it attacks normally.

9-12

Roll on "What do the monsters do? (SOLO GUIDE)"

Roll on "Ironsworn—Combat Actions & Events"

If you scored 50% or more of the

creature’s hp in damage during the last

round, creature makes a wisdom check (DC=PC's wisdom+intimidation mod).

If it fails, the creature disengages and

then moves away from the PC up to its

movement allowance. Otherwise, it

attacks normally.

13-16

Roll on "What do the monsters do? (SOLO GUIDE)"

Roll on "Ironsworn—Combat Actions & Events"

Creature makes an attack, then moves

away, provoking an opportunity attack if

necessary

17-20

Roll on "What do the monsters do? (SOLO GUIDE)"

Roll on "Ironsworn—Combat Actions & Events"

If there is more than one enemy

attacking the PC, they all attack and

then move away in different directions.

PC can only choose one on which to

make an opportunity attack.

21-24

Roll on "What do the monsters do? (SOLO GUIDE)"

Roll on "Ironsworn—Combat Actions & Events"

If there is more than one enemy

attacking the PC, one stays in melee and

attacks, while another stays at ranged or

disengages and moves away to make

ranged attacks (if it has ranged attacks),

possibly risking an attack of opportunity

if enemy has hp to spare. Otherwise, it

stays in melee. If there is only one

creature, it attacks as normal.

25-28

Roll on "What do the monsters do? (SOLO GUIDE)"

Roll on "Ironsworn—Combat Actions & Events"

If there is more than one enemy

attacking the PC, they move to flank the

PC on opposite sides.

29-32

Roll on "What do the monsters do? (SOLO GUIDE)"

Roll on "Ironsworn—Combat Actions & Events"

If there is more than one enemy

attacking the PC, they move to flank the

PC on opposite sides.

33-72

Roll on "What do the monsters do? (SOLO GUIDE)"

Roll on "Ironsworn—Combat Actions & Events"

Creature uses its main attack

73-76

Roll on "What do the monsters do? (SOLO GUIDE)"

Roll on "Ironsworn—Combat Actions & Events"

Roll on Random Combat Event

Table

(eg rom my product Slips, Trips

and Flying Turnips, or any random

event table)

77-80

Roll on "What do the monsters do? (SOLO GUIDE)"

Roll on "Ironsworn—Combat Actions & Events"

Enemy takes your presence here as

a personal affront, and attempts to

intimidate you. It makes an intimidation check against your

wisdom (as DC). If it succeeds,

make your next attack at

disadvantage. If it fails, it goes

straight into melee brawl.

81

Roll on "What do the monsters do? (SOLO GUIDE)"

Roll on "Ironsworn—Combat Actions & Events"

Monster inspiration: If the

monster has a feat that needs to

recharge, it recharges

automatically without needing to

make a roll.

82-84

Roll on "What do the monsters do? (SOLO GUIDE)"

Roll on "Ironsworn—Combat Actions & Events"

85-86

Roll on "What do the monsters do? (SOLO GUIDE)"

Roll on "Ironsworn—Combat Actions & Events"

If your last attack missed, the

creature feels a swelling of

courage. It makes a wisdom check

(DC=PC Charisma). If it succeeds,

it attacks with advantage. If

unsuccessful, it attacks as normal.

87-92

Roll on "What do the monsters do? (SOLO GUIDE)"

Roll on "Ironsworn—Combat Actions & Events"

If the creature won initiative, then

it was aware of your presence

(even though it may not have

appeared to be) and has a surprise

attack readied.

93-96

Roll on "What do the monsters do? (SOLO GUIDE)"

Roll on "Ironsworn—Combat Actions & Events"

Creature makes an intelligence or

perception check (whichever is

highest) with the DC being the

PC’s main combat ability (strength

or dex). If successful (and if

appropriate for the monster), it

discerns information about the

PC’s combat skill. If it is obviously

outclassed, it will take the dash

action to get as far from the PC as

possible (provoking an opportunity

attack if necessary). If it is equally

matched or clearly superior to the

PC, the PC makes their next attack

at disadvantage.

97-100

Roll on "What do the monsters do? (SOLO GUIDE)"

Roll on "Ironsworn—Combat Actions & Events"

Creature makes an intelligence or

perception check (whichever is

highest) with the DC being the

PC’s main combat ability (strength

or dex). If successful (and if

appropriate for the monster), it

discerns information about the

PC’s combat skill. If it is obviously

outclassed, it will take the dash

action to get as far from the PC as

possible (provoking an opportunity

attack if necessary). If it is equally

matched or clearly superior to the

PC, the PC makes their next attack

at disadvantage.