All "checks" in the game, including attacks and saves, are based on the attributes. Having them for the monsters is pretty handy, though you could roll for them when needed it would be kind of time consuming at the table.
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Not trying to be difficult, it’s just way more info than I have ever used, so I was curious what it could possibly be used for. I’m not familiar with 3.0. I usually just use the two-page Judges Guild Monster Compendium.
It's not just a matter of rolling for "checks" but also for spells. Some spells require an attack roll, others require that the defender make a roll against a particular stat (e.g. CON or DEX).
It would be interesting to look at the spells to see which stats are needed for them and which ones are not. It's possible that some of the stats never come into play.
Marv / Finarvyn DCC playtester (2011) S&W WhiteBox author (2009) C&C playtester (2003) Builder of the TrollBridge for T&T; Amber Diceless player since 1993 OD&D Player since 1975; Metamorphosis Alpha since 1976
"Don't ask me what you need to hit. Just roll the die and I will let you know!" - Dave Arneson
Anyone know why 5e monsters have to have all six ability scores?
In 5e, Ability scores are essential for all characters and monsters. Beyond the basic modifiers used since the '70s (to-hit, damage, AC, etc.), saving throws are tied directly to Abilities. Instead of tying the saves to five forms of attacks (poisons, spells, breath weapons, etc.) like with the classic rules, or limiting then to three modes of defense (Fortitude, Reflexes and Willpower) like with the 3e rules, saves work like Ability Checks, that you can apply to any Ability. So you can make a Charisma save to not look stupid or uncouth with some savoir faire, or to receive mercy like a badass. (Players are unpredictable, so it is good to have all monsters' Ability scores and bonuses at the ready.) On top of that, saves are tied to spell-casting rolls — be it a save vs. a spell and magical item, or to successfully hit with an attack spell.