As we go on with converting the original
Monster
Manual, we will eventually run into more creatures which have already
been converted in the
DCC core
rulebook or in my blog. In the case of blog conversions, I will include both a
link to the original post and statistics here. I have already made one
exception (drow elves) which I covered when converting the original
Fiend
Folio.
Elves appear in the core rulebook, but we will do the same
thing we did with dwarves, and provide some “Men and Magicians” style elves as
NPC templates. These will differ somewhat from the elves of The
Revelation of Mulmo and Stars in the Darkness, but not so
much that you cannot use them together.
It might be argued that Ettins are covered in the rules for
variations on giants, but this monster is simple enough to convert that we
might as well offer full statistics. I am sure that I have used ettins in the
past, but I can’t remember any single use of them. This is a shame, because
ettins are an iconic monster both in folklore and in the original Monster
Manual.
I have never used the floating eye or the eye of the deep,
but who knows what tomorrow brings? As far as I know, the floating eye was not
even popular enough to include in later editions of D&D. I am not even sure that it appeared in any AD&D modules….? Anyway, that sounds
like a challenge to turn it into a useful monster, so you will have to judge
whether or not I met that challenge.
Elemental:
See the
core rulebook, pages 411 to 412.
Elephant: See
the Cyclopedia of Common Animals. If these posts are beginning to seem like an extended advertisement for that work, that is simply because the Cyclopedia covers so much.
I am, I hope fairly, proud of how much it covers, as I really did try to make it useful. As the last post saw, however, there were still a few more animals I could have included!
Elven
Commoner: Init +0; Atk staff +0 melee (1d4); AC 10; HD 1d4; MV 30’;
Act 1d20; SP heightened senses, sensitivity to iron; SV Fort +0, Ref +0, Will +0;
AL C.
Elven
Soldier: Init +0; Atk spear +1 melee (1d8); AC 13; HD 1d6; MV 30’;
Act 1d20; SP 60’ infravision, sensitivity to iron; SV Fort +1, Ref +2, Will +1;
AL C.
Elven soldiers are armed with bronze-tipped spears, wear
leather armor, and bear shields.
Elven
Archer: Init +1; Atk short bow +2 ranged (1d6) or dagger +1 melee
(1d4); AC 11; HD 1d6; MV 30’; Act 1d20; SP 60’ infravision, sensitivity to
iron; SV Fort +1, Ref +2, Will +1; AL C.
Elven archers use flint-tipped arrows, as well as daggers of
bronze or stone.
Elven
Knight: Init +2; Atk mithral longsword +2 melee (1d8) or mithral
dagger +2 melee (1d4); AC 18; HD 3d6; MV 20’; Act 1d20; SP 60’ infravision,
sensitivity to iron; SV Fort +1, Ref +2, Will +2; AL C.
Armed with mithral weapons, and wearing mithral full plate
mail, an elven knight may be mounted on an exception warhorse, or even a
unicorn at the judge’s discretion.
Elven
Sorcerer: Init +2; Atk staff +2 melee (1d4) or dagger +2 melee (1d4)
or spell; AC 12; HD 3d6; MV 30’; Act 1d20; SP 60’ infravision, sensitivity to
iron, spellcasting; SV Fort +1, Ref +2, Will +3; AL C.
Elven sorcerers can cast up to three spells each day, and
can choose from the following effects:
(1) Charm a target
within 60’ (as charm person spell
result 14-17, Will DC 15 negates but leaves target dazed 1d4 rounds as result
12-13).
(2) Second sight
(spell check 1d20+6, cannot result in disapproval).
(3) Elf shot (120’
range, 1d8 damage, Ref DC 15 for half, negated by magic shield).
Elven Lord: Init +0;
Atk mithral longsword +3 melee (1d8) or longbow +3 ranged (1d6) or spell; AC 13;
HD 5d6; MV 30’; Act 1d20 + 1d14; SP 60’ infravision, sensitivity to iron,
spellcasting (+5 spell check: animal
summoning, detect magic, invoke patron, locate object, and phantasm);
SV Fort +2, Ref +2, Will +3; AL C.
Elven King: Init +2;
Atk mithral longsword +4 melee (1d8) or spell; AC 15; HD 7d6; MV 30’; Act 2d20;
SP 60’ infravision, sensitivity to iron, spellcasting (+9 spell check: animal summoning, charm person, detect magic,
invoke patron, invisible companion, magic
shield, runic alphabet [fey], sleep, and shatter; SV Fort +3, Ref +5, Will +6; AL C.
These statistics may be used to represent average elves. If
the judge wishes to differentiate types o elves they may consider the following
changes:
Aquatic elves are amphibious and gain a Move speed of Swim
50’. However, they suffer an inability to heal away from water similar to (and
in addition to) sensitivity to iron.
Drow elves are fully
covered in this post and will not be reproduced here.
Gray elves have a +2 bonus to spell checks and Will saves.
The judge may also consider using the elder kith from Curse of the Kingspire
and Through
the Dragonwall to replace gray elves.
Half elves gain +1 hit point per Hit Die and a +1 bonus to
Fort saves, but have a -2 penalty to spell checks and Will saves. These
suggestions pertain only to quick NPCs; both third party sources and XCrawl
Classics contain half elf classes which can be used for more detailed
work.
Wood elves have a +2 bonus per Hit Die on stealth checks,
but a -4 bonus on spell checks.
Ettin (13’
tall, 1,400 lbs.): Init +1; Atk club +15 melee (3d6+8); AC 17; HD 10d10;
MV 30’; Act 2d20; SP infravision 60’, hard to surprise, two heads; SV Fort +10, Ref +5, Will +5;
AL C.
The ettin is a giant which has two heads, which are
completely individual and often in disagreement. This disagreement is reflected
in a reduced move speed and reduced action dice (for giants). Because of their
two heads, though, they are difficult to surprise and, where Will saves are
required, each head counts as a separate target and is allowed a separate
saving throw (if any).
Thankfully, although they have two brains, ettins are rather
stupid and may be tricked by canny adventurers.
Floating
Eye: Init +0; Atk hypnotism (Will DC 12 negates); AC 11; HD 1d4;
MV swim 60’; Act 1d20; SP hypnotism; SV Fort -1, Ref +1, Will -2; AL N.
Floating
Eye Swarm: Init +0; Atk swarming bite +1 melee (1d3) or hypnotism (Will
DC 15 negates); AC 11; HD 4d10; MV swim 60’; Act 1d20; SP attack all targets in
a 20’ x 20’ x 20’ area, half damage from non-area attacks, hypnotism; SV Fort +1, Ref +10, Will +0;
AL N.
These rare fish are transparent, about a foot long, and have
a single large eye about three inches in diameter. They are found in warm salt
water, where those who see them are often hypnotized by the sight of their
seemingly-disembodied eyes, becoming paralyzed until a save succeeds.
Solitary floating eyes often accompany predatory fish, which
consume paralyzed creatures, allowing the floating eye to feed off of the
scraps. Sometimes, though, shoals of floating eyes come together to form a
swarm, which can be deadly to victims where a single fish would not be.
For surface-dwelling adventurers, hypnotism has the added
danger of death by drowning. Since there is no compulsion to approach the
creatures, however, sailors have been entranced by floating eyes, watching as
long as they were visible, in a disquieting but not overtly dangerous trance.
Eye of the
Deep: Init +2; Atk claw +3 melee (2d4) or bite +1 melee (1d6) or
eyes; AC 15; HD 10d8; MV swim 20’; Act 3d20; SP eyes (see below); SV Fort +7, Ref +9, Will +12;
AL L.
Found only at great ocean depths, the eye of the deep has
two huge crab-like pincers to seize its victims and a mouth full of small sharp
teeth. Its primary weapons, however, are its eyes. The creature has a large
central eye which emits a blinding flash of light in a 30’ cone with a 20’ base
(Fort DC 20 or stunned and unable to do more than move at half speed for 2d4
rounds) and two smaller eyes on long stalks with which it is able to create
illusions which appear real until touched or interacted with. Acting
independently (which dispels any ongoing illusion), each eye can paralyze a
single target within 60’ for 1d6 rounds (Will DC 13 negates). Its eye stalks
can potentially be severed with a Mighty Deed of 5+ per eye stalk, growing back
in about a week if the creature survives.
The eye of the deep is hateful and aggressive, using its
great intelligence to organize other deep-dwelling creatures with similar
temperaments. It is fortunate for surface-dwellers that these creatures are
seldom seen outside of ocean trenches or other areas of great depth and
pressure, for they hate us and constantly seek to do us harm.