All but the most simple-minded monsters should make some effort to avoid being hit, unless they are at least 2 size categorys larger (ie would just bash through) or have tumble, obvious AC advantage or a strategic reason to risk an AoO. Scripting that, of course... Yes, well. But the fact that 3 goblins may well look at four adventurers larger than themselves and just run for it is something ToEE doesn't deal with, unfortunately. Not sure if Temple+ has a proper flee / surrender feature but its very much needed. Zombies, of course, flee at very high speeds when turned, just like PnP. The "target high ac / target low will" etc elements of the strategy.tab have always struck me as being the games way of handling basic observation. Ie, enemy looks at party and thinks: Target High Ac - "that guy in armour is probably big, strong and dumb: target Will save spells at him" Target Bad WIll - (the same) Target Bad Reflex - "that guy in armour can't possibly dodge my Reflex save spells..." Target Low Ac - "Me crush girly man in robe!" (draws big axe) Target Nospell - "that big barbarian can't possibly counterspell my nastiest Save-or-dies!" Target Nearby Buffed - "that tank with all the sparkly spell effects around him will need to be Dispelled or my meat shields won't last long" Agree with every word! (Except the 'fascinate' thing.) OP for players - problematic for monsters, as NPCs hit with it don't easily come back to the party afterwards. Not sure if it has been overhauled but if not, should be cast on PCs only. If done this way, very good spell for monsters, indeed. Mage Armour should be pre-buffed, as it lasts for ages. Gnoll rangers are bad enough to contemplate - a Gnoll bard suggest a hyena fascinating you by howling in an interesting way. Please don't. Now, for my suggestions. Re the Goblins - well, how do Goblins fight? Zerg rush? The MM says they use sheer numbers, malicious inginuity, ambushes, sheer numbers and dirty tricks. These three would run, or swarm, I think, but your use of flanking is fine considering they are favoured class rogue. My personal feeling on AI in general is, monsters should fight according to type / Int, not just good AI - otherwise, what is the difference between your Gnoll Sorceress and any other Sorceress? So, Goblins should swarm, Kobolds should use traps /ambushes etc, Bugbears cunning, Hobgobs discipline, Orcs as raging heroic individuals. Animals should fight like 'dumb animals', striking at the nearest target and withdrawing, at least temporarily, when struck, but also recognising that some will fight in packs - so wolves will circle you (flank) and trip. Intelligent monsters will keep an eye on the casters at the back, dumb monsters (brainless undead etc) will be oblivious. I have many, many good recollections of KotC's AI, which was superb, but my main memory (which I have shared before) was a bear adjusting with a 5' step, while trying to get around the tanks who were hitting it in the face to target the spellcaster at the back. That was ridiculous. My main suggestion would be throw in some chance of randomness, so the enemy won't always do the same thing in the same order. That in itself will give the player pause.