TEXT: Alternate Monster Experience Matrix
  by Julian Grimm
  The purpose of this document is to provide an alternative system for calculating monster 
  experience for the Castles & Crusades game.  This system is based on the tables given in 
  the first edition AD&D Dungeon Masters Guide.  It gives higher experience point totals for 
  monsters, and is especially useful for those Castle Keepers who are running converted 
  AD&D modules in their Castles and Crusades games.  It may also be useful for smaller 
  groups who play infrequently and want a bit faster advancement.
  In the original AD&D rules, experience is given for treasure acquired, at a rate of 1 XP per 
  1 GP value recovered.  The Castle Keeper should decide whether or not to apply this 
  rule.
  The matrix below is similar to the one in the 1e DMG:
  Encounter Level 
  or Hit Dice
  Base XP
  Per HP Bonus
  Special Ability 
  Bonus
  Exceptional 
  Ability Bonus
  1
  10
  1
  4
  35
  2
  20
  2
  8
  45
  3
  35
  3
  15
  55
  4
  60
  4
  25
  65
  5
  90
  5
  40
  75
  6
  150
  6
  75
  125
  7
  225
  8
  125
  175
  8
  375
  10
  175
  275
  9
  600
  12
  300
  400
  10
  900
  14
  450
  600
  11-12
  1300
  16
  700
  850
  13-14
  1800
  18
  950
  1200
  15-16
  2400
  20
  1250
  1600
  17-18
  3000
  25
  1550
  2000
  19-20
  4000
  30
  2100
  2500
  21+
  5000
  35
  2600
  3000
  Special Abilities include:  4 or more attacks per round, AC of 20 or higher, special attacks 
  such as blood drain or crushing, special defenses such as regeneration or hit only by 
  certain weapons, high Intelligence or use of minor spells.
  Exceptional Abilities  include:  energy drain, paralysis, poison, major breath weapons, 
  magical weapons or resistances, major spell use, swallowing whole or maximum damage 
  of 24 or more points per attack.
  
SOURCE: textdata/thevault/Castles & Crusades Siege Engine/Castles & Crusades Monster Manuals/Alternate Monster Experience Matrix (C&C).pdf