Morale Checks
Morale represents the will and determination to fight among:
Player characters do not check morale.
Base Morale Score
Morale for NPCs/Monsters
- Base morale: 50%
- Intelligent Creatures Bonus:
- +5% per hit die above 1
- +1% per hit point above any hit dice
Morale for NPC allies
- Applies to NPCs acting with the PCs: Henchmen, hirelings, & associated NPCs/creatures
- Base morale: Equal to the current modified Loyalty score
Morale Checks Procedure
Checks: Roll morale or under.
Group vs. Individual:
- Large Combats: Check morale by distinct group (e.g., leader, melee, ranged, elite, etc.).
- Small Combats: Individual checks (optional).
Number of checks (DM discretion): If a specific NPC succeeds at two or three morale checks in the same encounter, the DM may decide that the actor will fight to the death.
When to Check Morale:
- Surprise: Check once first round after surprise attacks.
- 25% loss: Check once.
- 50% loss: Check once.
- Loss of Leader: Check once a leader dies, surrenders, or flees.
- Overpowering foe: Check every round.
Morale Check Modifiers
IMPORTANT:
- The following modifiers apply to the morale check roll and not the base morale.
- Thus, penalties add to the roll and bonuses reduce it.
- An NPC or monster needs to roll its morale rating or under to succeed.
Unfavorable Circumstances (Penalty to Morale)
| Circumstance | Modifier |
|---|---|
| Facing obviously superior foe.* | Check every round |
| Chaotic alignment | +5% |
| 25% of party eliminated or slain. 25% personal hit point loss. | +5% |
| Leader unconscious. | +10% |
| Each ally killed. | +10% |
| Taking casualties with inflicting any. | +10% |
| 50%+ of party eliminated or slain. 50% personal hit point loss. | +15% |
| Each friend deserting. | +15% |
| Outnumbered by 3 to 1 or more. | +20% |
| Leader slain or deserts. | +30% |
| *Such as in melee when one force is hitting twice as often as the other. |
Favorable Circumstances (Bonus to Morale)
| Circumstance | Modifier |
|---|---|
| Each enemy deserting | - 5% |
| Each enemy slain | - 10% |
| Facing racial enemy/hated foe | -15% ** |
| Defending home/young | -20% ** |
| Inflicting casualties without receiving any | - 20% |
| Outnumber enemy by 3 to 1 or more (my addition) | - 20% |
| ** House rule extrapolations from advice in the DMG.3 |
Morale Check Failure
The result of failed morale checks are based on the degree of failure.
| % Morale Failure | Response | Action Reference |
|---|---|---|
| 1% to 15% | fall back, fighting | Fall Back action |
| 16% to 30% | disengage-retreat | Retreat (Option 1) |
| 31% to 50% | flee in panic | Retreat (Option 2) |
| 51% + | surrender | Surrender |
Resources:
- DMG, 67, “Morale”
- DM, 36-37 “Loyalty of Henchmen & Hirelings, Obedience and Morale”
- Dragonsfoot forums:“Morale Checks” (2012) and this post
Footnotes
Footnotes
-
Intelligent monster: Any non-mindless creature with a self-preservation instinct. Excludes certain lower undead, constructs, and monsters such as ochre jellies, black puddings, and green slimes listed as “non-intelligent.” ↩
-
Non-leader: DM’s discretion applies for determining if and when a leader-type NPC or monster checks morale. I believe the original intention with the wording in the DMG was to exclude the primary leaders (e.g. the villain or “Big Bad”), not necessarily subordinate leader types (the sergeants, lieutenants, and the like) who should be subject to morale checks when death or defeat are likely. Morale could apply as a useful tool even for a primary leader in life or death circumstances. ↩
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Use of Loyalty modifiers: The DMG recommends consulting the loyalty modifiers on page 37-38 for additional morale factors for NPCs. These factor include racial preferences, alignment differences, and the actions of a liege. I have made simplified extrapolations for a hated foe and defending one’s home or young. ↩