Sunday, 17 August 2025

Let’s Convert the Monster Manual: Giant Eagle, Ear Seekers, Eel, and Efreeti

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.

Weed eels are another monster that I can’t remember ever using in my 1e days, although I can’t be certain. They may have, for instance appeared in a module I ran. They certainly made little impression…except maybe things that intelligent players would avoid. In my conversion, I tried to give players at least some small reason to interact with them.

I have, of course, used ear seekers. There some things that the Monster Manual format simply doesn’t suit, and this is one of them. I tried to make a version of the critters which would present a “realistic” threat to PCs which gave them some time to respond to it, and which might even resolve itself without PC intervention.

Giant Eagle: See the Cyclopedia of Common Animals.

Ear Seekers: These insects are found in rotting and semi-rotten wood, where their natural instinct leads them to lay their eggs in warm places. Under normal circumstances, ear seeker eggs are laid in areas where damp wood gives off heat due to decomposition. Sometimes, though, they infest wooden doors (and similar objects) underground. When a cautious adventurer presses their ear to the door to hear any sounds from the other side, they get a nasty surprise.

It is difficult to tell when a door (or other object) has been compromised by ear seekers in the flickering light of torch or candle. A DC 25 Intelligence check may determine this (with dwarves gaining their underground skill bonus and thieves gaining their bonus to find traps), but even when a door is infested, a listener must fail a Luck check to be affected.

Failing the Luck check means that one or more ear seekers have crawled into the unfortunate one’s ear. A healer (or similar) may attempt a DC 15 Intelligence check to flush them out before they lay eggs, if a suitable fluid is available. Otherwise, they lay 2d12 eggs in 1d6 rounds. It takes 2d6 days for the eggs to hatch, and until hatching the infestation can be removed with 2 Hit Dice of clerical healing. Otherwise, they begin burrowing inward after hatching, and have a cumulative percent chance of reaching the brain each day after the first equal to the number of eggs. I.e., if 13 eggs were laid, the ear seekers have a 13% chance of reaching the brain the day after they hatch, a 26% chance the next day, and so on.

Ear seekers which reach the brain do 1d3 points of Intelligence and Personality each day, and if they do 3 points of damage to either stat on any given day, 1 point is permanent. Once they have hatched, ear seekers can be destroyed by 3 Hit Dice of clerical healing or as a poison.

2d8 days after hatching, the ear seekers exit through the ear, and seek out decomposing wood of their own to infest. Judges should note that it is possible to survive an ear seeker infestation without taking any damage at all, if few eggs are laid and the insect larvae leave relatively quickly.

Because they sometimes infest other wooden objects, adventurers who sleep in dungeons near rotting furniture and old wooden chests may attract these burrowing insects with their body heat and become infested while asleep and unaware, but this is exceedingly rare.

Eel: See the Cyclopediaof Common Animals for electric and giant eels. If an eel has a maw with a pharyngeal jaw, that’s a moray.

Weed Eel: Init +7; Atk bite +0  melee (1 plus venom); AC 12; HD 1d5; MV swim 50’; Act 1d20; SP venom (1d6 damage plus Fort DC 12 or die), camouflage (+10); SV Fort +1, Ref +2, Will -2; AL N.

These venomous eels are about as long as a human, ribbon-like, and various shades of green which allow them to easily hide among sea grass. Although exceedingly rare, when they are found it is in relatively shallow waters, either fresh or salt. Unusually for fish, they are communal, with 4d6 adult eels cohabitating in a single area, and they appear to care for and protect their young in a similar communal fashion. Although humanoids are not their natural prey, they are aggressive when defending their territories.

There are typically 1d3-1 weed eel young per adult, and they can be sold to the tables of the nobility and rich due to their excellent flavor, which is ruined when the venom glands develop with adulthood. Young weed eels can be sold for 5 sp each when fresh.

A thief can extract 1d3+1 doses of venom from an adult weed eel after its death with a successful Handle Poison check. Because of its potency, this venom is highly prized. It is also versatile, being as potent when consumed as it is through injury, although its flavor is rather rank and fishy.

Efreeti: Init +2; Atk staff +1 melee (3d8) or short bow +3 ranged (1d6); AC 18; HD 10d8+10; MV 20’ or fly 60’; Act 1d20; SP immune to fire, see below; SV Fort +7, Ref +9, Will +12; AL L.

Normal jinn-folk may be found in the Traveling Souk of Malik Aabdar, but there are greater efreet who partake both of the elemental plane of fire and the secret places of their lesser kin. Indeed, many efreet dwell in the fabled City of Brass, ruled by a powerful sultan, in a desert land with seas of flame. Efreet may be captured and forced to serve, but their hatred of such servitude, and their desire for revenge, are well known. Efreet have cruel, evil dispositions, and they will mislead or trick mortals if they are able. Although they can appear as small as (or smaller than) mortal folk if they so desire, in their natural state, greater efreet are 12 feet tall, or even taller.

Greater efreet can do any of the following once per day without requiring a spell check:

  • Grant up to three wishes. Granting a third wish always releases an efreeti from its bonds, and the creature will do its utmost to pervert the intent of any wish it grants.
  • Evoke any of the following spells, with a spell check result of 20: control fire, enlarge, fireball, flaming hands, planar step, and scorching ray.
  • Create an illusion with both visual and audile components, lasting without concentration until dispelled or touched.
  • Become invisible and/or assume gaseous form.
  • Carry up to 700 pounds without tiring, and can carry double that weight for a short time (1d6 turns afoot or 1d3 turns flying before needing to rest for at least an hour).

It is possible to capture and enslave these beings through the use of spells or magic items, although they cannot be enslaved for more than 1,001 days, or until they grant a third wish, and tales of their vengeance thereafter are terrible.

Efreet can speak their own tongue and that of any person or beast with intelligence they meet through a limited form of telepathy which enables them to speak appropriately. They can travel the astral plane, elemental planes, material planes, and to the secret places of the jinn at will.

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