Monday, 9 June 2025

Let’s Convert the Monster Manual: Juiblex

I’ve been asked to convert the original Monster Manual in a manner similar to my conversion of the Fiend Folio. I am going to do this a bit differently, though, and just try to stick to the essence of creatures without referring to the text of the original work. This is, in part, because of my plans to create a monster book in the upcoming year. In this case, we are dealing with IP that is currently held by Wizards of the Coast/Hasbro, so I can’t imagine a published version of everything here coming out!

When converting the demons and devils from the original Monster Manual, some deviation from the strict order of presentation is required. Specifically, the demon princes and archdevils must be formatted in a manner similar to the way I did Lolth and the Slaad Lords from the Fiend Folio.

You will laugh, but since first playing this game, I had Juiblex’s name wrong. Until actually doing the conversion work, I had always somehow read the Faceless Lord as “Julibex”. Not a huge difference, but any error that lasts around four decades is worth noting. Like Demogorgon, I referenced Juiblex (or, rather, Jubilex!) in AD&D 1e games, but he never made a personal appearance. Just as well, because the demon lords are a TPK any way you slice them!

Juiblex (The Faceless Lord): Init +11; Atk caustic lash +22 melee (10’ range, 4d10) or spew primordial slime or spell; AC 27; HD 26d12 (88 hp); MV 10’; Act 4d20; SP demon traits, spew primordial slime, spellcasting, miasmal aura; regenerate 1d4 hp/round, infravision 200’; SV Fort +14, Ref +16, Will +18; AL C.

Spells (+22 to spell check): Charm person, choking cloud, darkness, demon summoning, dispel magic, ESP, fly, forget, invisibility, paralysis, phantasm, and scare.

                Spew Primordial Slime: Once every 1d5 rounds, Juiblex can use an action die to spew a 1 HD primeval slime at a target within 10’, with the slime attacking the target immediately and each round thereafter. The slime is persistent, and exists until destroyed. The judge is encouraged to have several varieties of primeval slime prepared, following the description on pages 423-424 of the core rulebook.

                Miasmal Aura: So foul is the Faceless Lord that mortal creatures within 30’ of his revolting person must succeed in a DC 22 Fort save each round or suffer 1d3 points of Stamina damage and 1d6 hp damage.

Demon traits: Telepathy, immunities (weapons of less than +5 enchantment or natural attacks from creatures of 12 HD or less, fire, cold, electricity, gas, acid), projection (teleport at will to any location, as long as not bound or otherwise summoned; can project astrally and ethereally), crit range 15-20.

Juiblex is extremely foul and nauseating, and few question that he is the most disgusting and loathsome of all demons. His dripping form can lash forward in melee to cause terrible damage, both from the force of his blow and the caustic properties of his noisome secretions. Juiblex has no set form. Although he often takes the form of a nine foot tall cone-like heap of offal, striated in disgusting blackish greens, foul browns and yellows, and sickly translucent grays and ambers, he can spread himself into a vast pool of slime or rise up into a towering column of disgusting ordure 18 feet or more in height. Regardless of his form, several glaring red eyes protrude from its mass.

Juiblex is reclusive and hates intrusion by any form of normal creature, instead surrounding himself with various forms of ooze and primeval slime. Even other demons and infernal creatures shun his company. Mortal wizards who wish to bond with the Faceless Lord must do so in some slimy, malodorous place, such as a cesspit. Those so foolish to traffic with Juiblex find themselves coming to resemble his revolting personage over time, and eventually devolve into some form of primordial oozing slime themselves.






Invoke Patron check results:

12-13     The caster’s flesh melts like putty over the course of a round, healing 1d6 + CL damage as it is restored to its former appearance and consistency. During this round, the caster takes only half damage from any source.

14-17     The caster’s legs and lower torso become a column of odiferous jelly, allowing them to move at 40’ on land, 20’ on walls, or jet upwards 30’ per round on an expanding column of ooze, attaining heights of up to 90’. The caster retains this form for 1d3 + CL minutes before returning to normal.

18-19     The caster’s face becomes a mass of featureless putrescent slime, which somehow does not interfere with speech, sight, spellcasting, or hearing. Once per round, without using an action die, the caster may make a melee attack with a pseudopod from this slime against a target up to 30’ away, doing 2d6 + CL damage if the attack hits. After 3d6 + CL rounds, the caster’s face returns to normal.

20-23     Something akin to Juiblex’s own miasmal stench exudes from the caster, causing all living creatures within 30’ of the caster – friend as well as foe – to make a DC 15 Fort save each round or take 1d4 damage. This effect lasts 1d3 + CL turns, and persists even if the caster is reduced to 0 hp or slain. Only the caster’s familiar (if any) is unaffected.

24-27     Once per round, the caster may vomit forth an infernal ooze, to a range of 10’, which immediately attacks an opponent if possible. Vomiting forth an ooze uses an action die and prevents spellcasting that round (unless the spell does not require a verbal component, due to a mercurial effect for instance). This effect lasts for 1d6 + CL rounds. The infernal oozes act as the caster desires, but 2d8 + CL turns, the caster must make a Luck check on 1d14 (roll under Luck). If the caster succeeds, the oozes merely dissipate, returning to the Abyss. If the caster fails, any surviving infernal oozes turn on them, doing everything in their power to destroy the caster unless banished or destroyed themselves. The caster has gained the notice of Juiblex, and the Faceless Lord does not care to be disturbed.

Infernal Ooze: Init +0; Atk pseudopod +4 melee (1d6+4 plus paralysis); AC 12; HD 2d12 (13 hp); MV 20’, climb 20’; Act 1d20; SP paralysis (1d6 hours, DC 16 Fort negates), half damage from non-magical weapons, half damage from magical slicing and piercing weapons, immune to non-magical slicing and piercing weapons, immunity to fire; SV Fort +6, Ref +0, Will +0; AL C.

28-29     The caster and their gear collapse into a pool of sentient primeval slime with 1 HD per CL (re-roll hp using 1d8 per die; any damage taken comes from any “extra” hit points first). The caster becomes a pool of slime with one 5-foot section per level. The slime can pull itself into a roughly humanoid shaped pile of filth at will, and in this form it can both speak and cast spells, but cannot make pseudopod attacks, and can only use whatever action dice the caster has in their native form. The primeval slime otherwise follows the description on pages 423-424 of the core rulebook.

                The caster may maintain this form for up to 1d6 + CL hours, but when they attempt to regain their normal shape they must succeed in a Luck check on 1d16 (roll under) to do so. If they fail the Luck check, Juiblex has taken umbrage at their disturbing him, and they retain the slime form permanently, or until they receive a remove curse with a spell check result of 34+. If forced to remain a slime, the caster takes 1d3 Personality damage each day, and, should their Personality ever fall to 0, they lose their sentience so long as they retain this form (Personality damage may recover only once restored to original shape).

Primeval slime: Init (always last); Atk pseudopod +4 melee (1d4); AC 10; HD 1d8 per 5’ square; MV 5’, climb 5’; Act 1d20 per 5’ square; SP half damage from slicing and piercing weapons, 1d4+1 special properties from table on page 424 of the core rulebook; SV Fort +6, Ref -8,  Will as caster; AL as caster.

30-31     The dubious favor of the Faceless Lord touches the caster. The caster, and up to five willing allies within 500’, gain CL special abilities from the table on page 424 of the core rulebook. Half of these, rounded up, may be chosen by the caster, and half are randomly determined, but the same set of abilities are gained by all effected. These abilities remain for 1d6 hours, after which each affected being must succeed in a Luck check on 1d20 (roll under) or suffer 1d4 points of permanent Strength, Agility, or Stamina damage as part of their flesh sloughs off into nascent primordial slimes exhibiting traits similar to those granted the caster and their allies. The slimes are not immediately hostile if the area is vacated and they are left alone.

32+         The Faceless Lord shows great, if momentary, favor to the caster and up to five allies of their choosing. In the first round, all of the affected have their flesh melt and run, healing all wounds, including lost body parts, broken bones, and even ability score damage.

For the next 1d12 + CL rounds, all affected are semi-gelid, taking only half damage from piercing and slashing weapons, as well as from heat, fire, cold, and electricity. They gain an additional +3 bonus to attack rolls, damage, spell checks, and AC due to the influence of the demon lord.

Finally, for the following 1d12 + CL rounds, all affected regenerate 1d3 hp per round due to the plasticity of their flesh.

Once these effects end, the caster must succeed in a Luck check on 1d24 (roll under) or be dragged bodily to the Abyss to answer to the Faceless Lord for their impertinence. Juiblex cares little for what happens on mortal planes, so unless the judge rules otherwise, this concludes an otherwise successful career in the arcane arts. Perhaps a special quest can be devised (for the caster or their allies) to free the caster from the Abyss…?

Thursday, 5 June 2025

Free RPG Day

Free RPG Day is June 21st this year, and I will be celebrating it by running The Dying  Light of Castle Whiterock (by Alex Kurowski) at TistaMinis from 1 to 5 pm. I am running the DCC version. All materials supplied.

TistaMinis is located at 162 Parkdale Ave North in Hamilton, ON. It is always my goal to accommodate those who show up, and will run with up to 8 players. Also, it's Free RPG Day, so show up early, enjoy the day, and, if your means will allow, support the store for supporting our hobby!

Store hours will be from 12-6.

A mysterious beacon eminates from an ancient, ruined watchtower of Castle Whiterock. After all these centuries, who or what keeps the beacon lit, and what dark secrets are held in those hallowed chambers? And do you have the courage to discover why?

Wednesday, 4 June 2025

Let’s Convert the Monster Manual: Demogorgon

I’ve been asked to convert the original Monster Manual in a manner similar to my conversion of the Fiend Folio. I am going to do this a bit differently, though, and just try to stick to the essence of creatures without referring to the text of the original work. This is, in part, because of my plans to create a monster book in the upcoming year. In this case, we are dealing with IP that is currently held by Wizards of the Coast/Hasbro, so I can’t imagine a published version of everything here coming out!

When converting the demons and devils from the original Monster Manual, some deviation from the strict order of presentation is required. Specifically, the demon princes and archdevils must be formatted in a manner similar to the way I did Lolth, the Elemental Princes of Evil, and the Slaad Lords from the Fiend Folio. Well, maybe not the Elemental Princes, because I decided against writing invoke patron tables for them. Going over the initial material, I noticed that the poor manes is right between two demon princes, and we don’t want to stick them in a post on their own. So, the order will be: demon princes (one per post), other demons, archdevils (one per post), then other devils. A change of order rather than a change of content.

As for actual use in games, Demogorgon has been a background figure, but AD&D 1e was not set up to allow PCs in the kind of games I ran to have any chance against a demon prince. And it isn’t like you would just run into Demogorgon down at the local pub. The patron system from Dungeon Crawl Classics makes powers like this far more useful, in my opinion anyway. Even the most powerful PCs should think twice before getting in a fight with Demogorgon!

Demogorgon (Prince of Demons): Init +15; Atk tentacle +22 melee (2d6 plus rotting) or tail lash +22 melee (3d6 plus XP drain) or gaze attack or spell; AC 23; HD 29d12 (200 hp); MV 50’; Act 4d20; SP demon traits, gaze attacks, rotting, XP drain, infravision 200’; SV Fort +16, Ref +14, Will +18; AL C.

           Spells (+25 to spell check): Charm person, comprehend languages, control ice, darkness, demon summoning, detect magic, dispel magic, ESP, forget, levitate, phantasm, read magic, and scare. Demogorgon may cast spells using both of his heads independently.

            Demon traits: Telepathy, immunities (weapons of less than +5 enchantment or natural attacks from creatures of 12 HD or less, fire, cold, electricity, gas, acid), projection (teleport at will to any location, as long as not bound or otherwise summoned; can project astrally and ethereally), crit range 15-20.


Demogorgon is a terrible opponent. When he strikes an opponent with a tentacle attack, the opponent must succeed in a DC 26 Fort save or one limb (chosen at random) is disabled and begins to rot. After 1d6+6 rounds, if the rotting is not healed via a cleric’s laying on of hands (3 HD), a neutralize disease or poison with a spell check result of 16+, a restore vitality spell with a spell check result of 20+, or some similar means, the limb sloughs off, permanently costing the victim 1d20% of their total hit points.

When Demogorgon’s forked tail strikes an opponent, they must succeed in a DC 26 Will save or permanently lose 2d20 XP. If the opponent’s XP drops below the threshold for their current level, they immediately lose that level and all it attendant benefits. Survivors may, of course, gain new XP and re-attain lost levels, but any random benefits or those gained through effort (such as hit points and spells) must be rolled or learned anew. A target reduced to 0 level who is struck again by Demogorgon’s tail is utterly destroyed.

Finally, Demogorgon can make gaze attacks with his two heads. Those who meet the gaze of his left head are stunned and unable to act for 1d6 rounds, while those who meet the gaze of his right head become insane for 1d6 rounds, lashing out at the closest creature (or randomly) with their strongest attacks. Targets may attempt a DC 26 Reflex save to avoid this gaze.

If Demogorgon fixes the gaze of both his head upon his enemies, which requires two action dice, he can hypnotize up to 10d10 Hit Dice of creatures, preventing them from taking any actions for 1 round and giving then a -1d penalty to all die rolls for the following 1d6 rounds. Targets may attempt either a DC 26 Reflex save to avoid the gaze, or a DC 26 Will save to resist, but not both.

Rivalry between demon lords is great, but the enmity between Demogorgon and Orcus is immense and unending. It is contended by some that Demogorgon is supreme, and others that Orcus is, and their proxies fight unending skimishes in the mortal planes to decide the undecidable matter.

This gigantic demon prince is 18 feet tall, his blue-green skin plated with ophidian scales. His heads resemble those of evil mandrills, hideously colored, and he has two great tentacles in the place of arms. His body and legs are those of a giant lizard, his twin necks resemble snakes, and his thick tail is forked.

Demogorgon holds dominion over cold-blooded things, such as serpents, reptiles, and octopi, although his dominion is neither absolute nor uncontested. Creatures of this sort cannot resist obeying his commands. The ceremony to bond with Demogorgon must occur in some location where the creatures he commands are readily found.

Invoke Patron check results:

12-13     Demogorgon is otherwise engaged, and has little time for the caster. A single lost spell of the caster’s choosing is restored.

14-17     The caster can gaze at one target each round, without using their action dice, and that target must succeed in a DC 12 Will save or be unable to act for 1 round. The effective range is 50’, and the caster gains this ability for 1d8 + CL rounds.

18-19     The caster’s head and neck bifurcate, forming two duplicate heads which can act independently. Each head has access to all of the caster’s action dice, effectively doubling the caster’s spell ability. After 2d6 + CL rounds, the heads remerge, taking one round to do so. The caster can take no actions while their heads remerge.

20-23     The caster grows two lashing tentacles from their shoulder, each of which can attack independently of the caster’s actions. They can reach targets up to 10’ away, attacking with +8 melee for 1d8 damage. The tentacles rot and drop off after 1d3 + CL turns.

24-27     As 20-23, above, except that any creature struck by a tentacle attack must succeed in a DC 15 Fort save or being rotting, taking an additional 1d8 damage each round until they die or receive magical healing.

28-29     Demogorgon sends a Type I demon to serve the caster for the next 1d6 + CL hours.

Fat Beetle Demon (Type I, Demogorgon): Init +1; Atk bite +4 melee (1d6+2 plus venom) or spell; AC 14; HD 4d12; MV 20’ or fly 20’; Act 1d20; SP demon traits, venom (Fort DC 11 or additional 2d6 damage), infravision 60’, spellcasting (+4 to spell check): darkness, fireball, mirror image, and shatter; SV Fort +4, Ref +4, Will +4; AL C.

Demon traits: speaks infernal and common tongues, half-damage from non-magical weapons and fire.

30-31     Demogorgon dispatches 1d3 Type II demons, which serves the caster for 1d6+ CL days.

Stinging Serpent Demon (Type II, Demogorgon): Init +2; Atk constriction +9 melee (1d6+2 plus constriction) or sting +10 melee (1d6+4 plus paralysis) or spell; AC 17; HD 8d12; MV 40’ or swim 20’; Act 2d20; SP demon traits, constriction (automatic damage each round, opposed Strength vs. +6 escapes), paralysis (1d6 hours, Fort DC 15 negates), crit range 19-20; infravision 60’, spellcasting (+8 to spell check): darkness; SV Fort +7, Ref +3, Will +7; AL C.

Demon traits: speaks infernal and common tongues; reads minds; immune to non-magical weapons or natural attacks from creatures of 3 HD or less; half-damage from fire, acid, cold, electricity, and gas.

32+         As 30-31, above, but Demogorgon also dispatches a crococonda demon, a loathsome 1d12+6-foot-long admixture of crocodile, spider, and snake, which will serve the caster for an indefinite period. Every 13 days, the caster must renew the bond with an appropriate sacrifice to Demogorgon, and make a DC 20 Will save. The judge may grant a +1 to +4 bonus to this save, based on the quality of the sacrifice, or may even penalize if the judge deems the sacrifice too anemic.

                If the save succeeds, the crococonda serves the caster for another 13 days, and the process is repeated. If the caster fails, the bond with the crococonda is broken, and it returns to its own plane. If the caster rolls a natural “1” on this save, however, the crococonda seeks to drag the caster back to the Abyss with it, there to deliver it as a sacrifice to its fell prince. If the caster dismisses the demon on or before the 12th day, they do not run this risk.

Crococonda (Type III Demon, Demogorgon): Init +5; Atk bite +11 melee (1d8 plus venom) or constriction +9 melee (1d8 plus constriction) or spell; AC 20; HD 6d12; MV 30’ or climb 10’ or  swim 40’; Act 2d20; SP demon traits, venom (1d4 Stamina damage plus DC 19 Fort save or additional 1d6 Stamina damage), constriction (automatic damage each round, opposed Strength vs. +4 escapes), crit range 18-20; infravision 90’, spellcasting (+12 to spell check): darkness, Nythuul’s porcupine coat, and write magic; SV Fort +10, Ref +8, Will +7; AL C.

Demon traits: speaks infernal and common tongues; reads minds and communicate telepathically within 120’; immune to weapons of less than +2 enchantment or natural attacks from creatures of 5 HD or less; half-damage from fire, acid, cold, electricity, and gas.

Note that while bound to the caster, these demons cannot teleport. However, once released all but Type I demons can teleport back to the Abyss or to another point on the same plane. Once their period of servitude is finished, fat beetle demons are summoned back to the nether regions by Demogorgon or one of his lackeys.

Sunday, 1 June 2025

Don't Have a Cow, Man!

On the other hand, do. Have a cow, a pig, a goat, a chicken....all of your 0-level PC's animals.

Then consider various donkeys, mules, falcons, dogs, and maybe even a songbird to take on adventures with you.

The Cyclopedia Domestica is a selection of common domesticated animals for your DCC game.

Your turnip farmer has a goat? No longer a problem!

Every domesticated animal could not fit into a reasonably-sized booklet, so you will unfortunately find no llamas, elephants, or parrots herein. However. You will find everything a 0-level PC might start with in the core rulebook, and a few things that an adventurer might want, or might encounter in a fantasy setting based roughly on the European Middle Ages.

Get It Here!

Have fun storming the castle!