It is very hard to correctly play a monster that has a much higher intelligence than you, the DM. But it should be possible to correctly play a monster that is more stupid than a normal human. Unfortunately the game does not provide guidance on what the different ability scores translate to, but we can try to construct some benchmarks based on real world animals and their mental capabilities, and the intelligence scores assigned to their in-game beast versions. Here is our informal intelligence checklist:
- Can it remember things out of sight?
- Can it understand quantities or count?
- Can it understand cause and effect?
- Can it use tools?
- Can it create tools?
- Can it learn by experimenting?
- Can it imitate others to learn?
- Can it transfer learned concepts to new problems?
- Can it cooperate with others to achieve goals?
- Can it use gestures or words to communicate?
- Can it speak a language?
- Can it understand the intentions or mind of others?
- Can it practice and suspect deception?
- Can it form short term plans?
- Can it form long-term plans?
Int | Example Monster (Monster Manual) | Capabilities |
---|---|---|
1 | Vermin: Insects,Spiders, Crustaceans, Oozes, Slimes, Sharks | The minimal value (there are no creaturs with Intelligence 0). These creatures act purely on instinct, with no reasoning whatsoever. They will stupidly attack, or maybe if the opponent seems to be large, try to flee. There is no learning. |
2 | "Normal" Animal: rat, bat, deer, boar, bear, cattle, eagle, hyena, pony, owl, horse etc. | These animals are driven by instinct and form no long term plans or reasoning, but they can with patience be thaught certain tricks, and can get to trust a keeper. There is slow learning, of very simple things, and no transfer outside of the exact thing that is learned. A rat for example, can learn to push a button for food. |
3 | "Smart" Animal: felines and dogs (cat, panther, tiger, lion, wolf, mastiff, hyena), killer whale, octopus, elephant, Zombie | This is theoretically the minimum a player character could roll, so the minimum range for a functioning human, although I think it would be very hard to have a functioning PC that is that dumb, if you play it that dumb - for example, these are typically too stupid to use language or tools, which pretty much makes a character unplayable. These animals are smart enough to work out simple cause and effect, like how to open a door, and they can coordinate with each other when fighting a common foe. They can remember things that are out of sight, short term, but use no tools. They have no own language. |
4 | "Monkey" Level Baboon, Velociraptor, Giant Octopus and Weasel | These animals are smart enough to not feel entirely like animals any more. They can use simple tools, work together, use rudimentary language and can be outright cunning. |
5 | "Ape" Level Wyvern, Ogre, Hill Giant, Mimic, Girallon |
Here we are leaving the level of animal intelligence for good, and get into the lowest level of thinking, stone-dumb humanoids with the ability to reason. They can imitate others, learning by observation. Ogre and hill giant at least already make regular use of simple tools, and have a spoken language in giant. In general, these creatures are unable to grasp any complex concept, cannot be reasoned with based on any longer term considerations beyond their immediate desires, are easy to fool and deceive, and act stupidly. (Given how human-like they are in both published modules and folklore, the Ogre and Hill Giant would better be placed at Int 6 than 5). |
6 | "Bestial Human" level Ape, Boggle, Ettin, Gnoll, Minotaur, Quaggoth, Displacer Beast, Hell Hound, Mummy, Skeleton, Troglodytes | Thinking beings with strong beast-likes traits or origin that still come though in their behaviour, making them less than human.They use tools normally, can speak and understand a language, and coordinate actions.They still struggle to consider other's intentions and are somewhat easily deceived. These creatures can aleady be reasoned with based upon promises of future rewards, but are not smart enough to formulate their own long-term plans, at best a few days ahead. They may form tribes or groups, but not societies. (Apes are too high at 6, considering that real world apes do not have full language and very limited tool use They should be Int 5) |
7 | "Simpleton" level Bullywug, Ghoul, Lizardfolk, Orc, Troll, Winter Wolf, Worg |
These creatures can be intelligent enough to form societies. The can speak multiple languages, can use equipment, can decieve and lie, can suspect deception, but still may be duped quite easily. They can formulate simple longer term goals. At this level, creatures start to become so intelligent that the monster manual rather considers their goals, customs and society, than talking about intelligence directly. Orcs certainly are also smart enough to craft items. |
8 | "Dumb" level PC baseline, Cyclops, Bugbear, Yeti, Kobold, Magmin, Thri-Kreen |
This is the lowest a point-buy PC will get on intelligence, so probably a good number for a slightly dumb character. They can craft, trade, lie, learn, imitate, speak several languages, suspect deceit and form long-term plans, but they just do it a little less well and have a bit of difficulty with it. Clearly not the brightest, still somewhat easily manipulated. |
Animal Intelligence
The ability to learn, reason, think abstractly, and adapt to new situations.
It typically is measured by using tests. Tests used to assess intelligence in animals are:
1. Mirror self-recognition: This test is used to assess whether an animal is able to recognize itself in a mirror.
2. Problem-solving tasks: These tasks involve presenting an animal with a problem that it must solve in order to obtain a reward. Examples of problem-solving tasks include the use of tools to retrieve food or the ability to find food in a maze.
3. Memory tasks: These tasks involve presenting an animal with a stimulus and then measuring its ability to remember the stimulus after a delay. For example, an animal might be shown the location of food and then be required to remember the location after a period of time has passed.
4. Communication tasks: These tasks involve measuring an animal's ability to communicate with humans or other animals through the use of vocalizations, gestures, or other means.
5. Social cognition tasks: These tasks involve measuring an animal's ability to understand and respond to the social cues and behaviors of other animals. For example, an animal might be tested on its ability to follow the gaze of another animal or to recognize the facial expressions of other animals.
From Synapsida: Physical intelligence refers to the ability to understand concepts of space, quantity, and causality. As an example for spacial intelligence (including remembering things out of sight), if I place a piece of food under a cup on a table, and then rotate the table 180 degrees, can you remember which cup the food is under? For quantity, can I tell that five is better than four of something -- and how large do the numbers need to be before I cannot any more? Causal intelligence includes tool use.
Social intelligence deals with how creatures relate with one another. Tests look at whether the creature can learn by imitating others, whether it can understand gestural communication, such as pointing, and whether they can understand the intentions of others. At a higher level come constructs like undertanding works and language.
Animal Quotes for Cats, Dogs (Int 3)- Cats have object permanence recognition, awareness of objects that aren't directly visible. Cats are able to hold an object in mind and reason where it may be.
- Cats learn by observation and doing. Examples include opening doors, ringing bells and turning on light switches.
- Dogs readily learn the names of objects and can retrieve an item from among many when given its name.
- Dogs are able to interpret phrases such as "fetch the sock" by its component words (rather than considering its utterance to be a single word). This performance is comparable to that of 3-year-old humans.
- Dogs feel emotions like jealousy and anticipation.
- Dogs learn by making inferences in a similar way as children.
- Dogs have the ability to train themselves and learn from watching other dogs.
- Dogs demonstrate a theory of mind by engaging in deception (considering what another creature is thinking or wants).
- Baboons have been found to decipher elements of language, understanding words in a sequence.
- Baboons are unable to learn by imitating a human experimenter.
- Baboons are better than the apes in following the gaze of humans. Perhaps, since they live in large groups, social intelligence is more important to baboons.
- Some monkeys failed miserably on tool use, unable to comprehend the idea of reaching for things with sticks. Crab-eating macaques do use basic tools in the wild - they whack crabs with stones to open them.
- Do as well as 2-year old children on measures of 'physical' intelligence. Children were able to beat them on the social tasks.
- Simple tools are used: Chimpanzees “fish” for termites and ants with probes made of sticks or vines. They crack nuts with stones, roots, and wood as hammers or anvils, and use a handful of folded leaves or moss to drink water. Sticks are used to inspect dead snakes or other unfamiliar objects that might be dangerous. Leaves are used in wiping the mouth or soiled body parts.
- Younger animals learn tool-using behaviours from their elders.
- Chimpanzees can use sign language or languages based on the display of tokens or pictorial symbols.
- Chimps are incredibly selfish by human standards, and have a hard time cooperating to solve a problem.
Monster Intelligence
- Zombies take the most direct route to any foe, unable to comprehend obstacles, tactics, or dangerous terrain. A zombie might stumble into a fast-flowing river to reach foes on a far shore, clawing at the surface as it is battered against rocks and destroyed. To reach a foe below it, a zombie might step out of an open window. Zombies stumble through roaring infernos, into pools of acid, and across fields littered with caltrops without hesitation.
- A zombie can follow simple orders and distinguish friends from foes, but its ability to reason is limited to shambling in whatever direction it is pointed, pummeling any enemy in its path. A zombie armed with a weapon uses it, but the zombie won't retrieve a dropped weapon or other tool until told to do so.
- Few ogres can count to ten, even with their fingers in front of them. Most speak only a rudimentary form of Giant and know a smattering of Common words.
- Ogres believe what they are told and are easy to fool or confuse, but they break things they don't understand. Silver-tongued tricksters who test their talents on these savages typically end up eating their eloquent words-and then being eaten in turn.
- Ogres clothe themselves in animal pelts and uproot trees for use as crude tools and weapons. They create stone-tipped javelins for hunting.
- Their weapons are uprooted trees and rocks.
- With no culture of their own, hill giants ape the traditions of creatures they manage to observe for a time before eating them. They don't think about their own size and strength, however. Tribes of hill giants attempting to imitate elves have been known to topple entire forests by trying to live in trees.
- In conversation, hill giants are blunt and direct, and they have little concept of deception. A hill giant might be fooled into running from another giant if a number of villagers cover themselves in blankets and stand on one another's shoulders holding a giant-painted pumpkin head. Reasoning with a hill giant is futile, although clever creatures can sometimes encourage a giant to take actions that benefit them
- Skeletons are able to accomplish a variety of relatively complex tasks.
- Because of their literal interpretation of commands and unwavering obedience, skeletons adapt poorly to changing circumstances.
- A skeleton can fight with weapons and wear armor, can load and fire a catapult or trebuchet, scale a siege ladder, form a shield wall, or dump boiling oil. However, it must receive careful instructions explaining how such tasks are accomplished.
- Skeletons aren't mindless. Rather than break its limbs attempting to batter its way through an iron door, a skeleton tries the handle first. If that doesn't work, it searches for another way through or around the obstacles
- Although most mimics have only predatory intelligence, a rare few evolve greater cunning and the ability to carry on simple conversations in Common or Undercommon. Such mimics might allow safe passage through their domains or provide useful information in exchange for food.
- Apart from ambushing creatures that wander into its labyrinth, a minotaur cares little for strategy or tactics.
- Simpleminded Brutes. Troglodytes have a simple, communal culture devoted almost entirely to procuring food. Too simple to plan more than a few days into the future, troglodytes rely on constant raids and hunting to survive.
- They understand the value of metal weapons and armor, and fight among one another for the right to have such items.
- An ettin isn't particularly loyal to its orc handlers, but the orcs can win it over with the promise of food and loot.
- Bullywugs overwhelm opponents with superior numbers when they can, but flee from serious threats to search for easier prey.
- Bullywugs introduce themselves with grand-sounding titles, make great shows of bowing and debasing themselves before their superiors, and endlessly vie to win their superiors' favor. A bullywug has two ways to advance among its kind. It can either murder its rivals, though it must take pains to keep its criminal deeds secret, or it can find a treasure or magic item and present it as tribute or a token of obeisance to its liege.
- Captives are dragged before the king or queen - a bullywug of unusually large size - and forced to beg for mercy. Bribes, treasure, and flattery can trick the bullywug ruler into letting its captives go, but not before it tries to impress its "guests" with the majesty of its treasure and its realm
- Whereas ghouls are little more than savage beasts, a ghast is cunning and can inspire a pack of ghouls to follow its commands. [This does not fit the Intelligence given -- savage beasts would be 2, a pack following commands, 3 or 4.]
- Winter wolves communicate with one another using growls and barks, but they speak Common and Giant well enough to follow simple conversations
- Cunning and malevolent, (...) Worgs speak in their own language and Goblin, and a few learn to speak Common as well.
- A cyclops that gains direct benefit from some site of divine power, or which is threatened by a supernatural force or creature, will pay homage as long as the benefit or threat remains.
- Though they are reasonably intelligent, cyclopes live simple, reclusive lives, keeping herds of animals for food. They prefer to dwell alone or in small family groups, lairing in caves, ruins, or rough structures of dry stone construction they build themselves.
- A cyclops lairs within a day's journey of other cyclopes, so that they can meet to trade goods or seek mates. They craft weapons and tools of wood and stone, but will use metal when they can find it. Although cyclopes understand the Giant tongue, they write nothing and speak little, using grunts and gestures for their interactions with each other.
- Cyclopes aren't great thinkers or strategists. Slow to learn and bound to their traditional ways, they find innovation difficult. Although they are a terrifying threat in combat due to their size and strength, they can often be tricked by clever foes.
- Kobolds make up for their physical ineptitude with a cleverness for trap making and tunneling.
- Magmin: as simple elemental creations, they are oblivious to the harm their native element causes creatures of the Material Plane [this sounds pretty dumb, certainly not int 8, maybe 5].
Human Intelligence
From here on up would be the range of "normal" (that is, point-buy) PC human intelligence. Some of the most well-known tests for human intelligence include the Wechsler Adult Intelligence Scale (WAIS), the Wechsler Intelligence Scale for Children (WISC), the Stanford-Binet Intelligence Scale to assess intelligence in people of all ages, the Differential Ability Scales (DAS) to measure intelligence in children, and the Woodcock-Johnson Tests of Cognitive Abilities. All of them test similar things, typically- Language: Vocabulary, the knowledge of word meanings. Similarities, understand and use abstract concepts. Passage Comprehension, understand and interpret written material..
- Visual: analyze and synthesize visual information. Recognition: recognize and identify familiar objects in pictures. Patterns, for example reproduce a pattern from a choice of component patterns. Spatial, understand spatial relationships, imagine objects in 3D
- Calculation: perform basic arithmetic operations.
- Sequencing: infer rules of order and organize items
- Weights: understand and compare the relative weights of objects.
- Social: understand and use social conventions.
- Memory: remember and repeat sentences, lists of word or numbers
- Processing Speed: quickly and accurately discriminate between similar stimuli, proces auditory or visual information quickly.