Saturday, 29 November 2025

Let’s Convert the Monster Manual: Quasit, Rakshasa, Giant Ram, Giant Rat, and Ray

When writing the Cyclopedia of Common Animals, I tried to be thorough, but some critters that belonged therein just got away. I was actually quite disappointed with myself when I sat down to write this post, because I had to include two animals that were not in that work. Giant rams are not real, of course, but I am surprised that I failed to include them.

When it got to the rays, though, I really thought I had failed. When I was doing research for the Cyclopedia, how could I have failed to include pungi rays? So, of course, I set about to learn what I could, and make the most accurate – and gameable! – version of this animal possible. What I learned, and what most of you probably already know, is that pungi rays don’t really exist. Still, if they did exist, I hope they would be something like what I included below.

Quasit: The servitor on page 425 of the core rulebook is an excellent replacement for this creature.

Rakshasa: Init +2; Atk claw +3 melee (1d4+6) or bite +1 melee (1d6+6) or by weapon +5 melee (by weapon +6) or spell; AC 14; HD 5d8+5; MV 30’; Act 2d20; SP shapechanging, half damage from non-magical weapons, spellcasting (+6 spell check), spells: (1st) cantrip, comprehend languages, enlarge, (2nd) detect invisible, invisibility, and phantasm; SV Fort +5, Ref +2, Will +4; AL C.

The living embodiments of lusts and hunger, Rakshasas are thought to be kin to demons living in the wild places of the mortal world, and many of them are man-eaters. In their natural form, rakshasas appear to be large humanoids, towering over humans at 8 feet in height, and immensely strong. They have clawed hands and animal-like heads (most often, but not exclusively those of monkeys or tigers) of terrible aspect. A rakshasa can change its shape, though, to appear as a less imposing version of itself, a human, or an animal, using an action die. Rakshasas can use this ability to mimic specific individuals, but when wearing another shape, a rakshasa has a 10% chance of making some error in its duplication…most often, it switches the right hand for the left, or has the hands attach backwards on the wrists, so that the rakshasa’s palms face outward when its arms are at rest.

Although they are terrible foes of humanity for the most part, some few rakshasas (20%), while still chaotic, side with the benevolent deities and their servants. These rakshasas may live hidden among human dwellings, and may even be vegetarians.

Readers are also directed to this post for an example of converting rakshasas in an adventure to a different kind of creature. Judges should never be afraid of altering monsters when doing conversions.

Giant Ram: Init +4; Atk butt +3 melee (1d8 rams or 1d6 ewes) or kick +1 melee (1d4); AC 12; HD 4d6; MV 40’; Act 1d20; SP ram charge (x2 damage plus crit 19-20), enhanced senses +8, sure-footed; SV Fort +3; Ref +7; Will +0; AL N.

This entry is based off the bighorn sheep in the Cyclopedia of Common Animals, and like  that creature it gains a +8 bonus to any opposed checks to sneak up on it, and treats any attempts at stealth (such as by a  halfling or thief) as if the roll result were 8 points lower. They gain a +2d bonus when resisting any attempts to knock them down or make them lose their footing.

Giant Rat: See the Core Rulebook, page 424.

Manta Ray: See the Cyclopedia of Common Animals.

Pungi Ray: Init +2; Atk spine +4 melee (1 plus venom); AC 12; HD 2d6; MV swim 40’; Act special; SP venom (1d4 Stamina plus Fort DC 16 or 2d6 hp), camouflage +10; SV Fort +4; Ref +2; Will +0; AL N.

This tropical fish buries itself below the sand in tropical estuaries and brackish water. Relatively flat for their size, even for rays, pungi rays weigh 4d10 pounds with a main body and “wings” about 6 feet across. Venomous spines grow from their spines, so that anything accidently stepping on one suffers 1d3 attacks (using 1d16), and a creature falling across one suffers 2d3 attacks. These are passive attacks only; the pungi ray itself tries only to swim away and hide once more.

Pungi rays are sometimes sought by thieves and assassins due to their potent venom. A thief can extract 1d3 doses with a successful Handle Poison check from a dead pungi ray, and can make 2d3 attempts before the creature’s venom sacs are dry.

Compare with the dragonfish.

Stingray: See the Cyclopedia of Common Animals.



Wednesday, 26 November 2025

Deal of the Day

Deities & Powers of the Middle World: Preview Edition is today's Deal of the Day at DriveThruRPG!

If you've been following this blog, you know the spiel. Still, $4 for 61 pages of content is as low as this is ever going to get.

I have been running games since late 1979, and over the course of many years I have used various gods, either of my own creation or with my own spin. Moving into the realm of Dungeon Crawl Classics, the path of least resistance was to simply use the gods in the core rulebook.

But those old gods refused to go away. They showed up in The Falcate Idol, The Crimson Void, The Invisible Man Has Risen from the Grave, and others. I am 59 as I write this, and I have begun the task of pulling over four decades of role- playing game materials into a cohesive whole. The goal is to present a world others may wish to run games in. To create something which will, I hope, live on long after I am gone.

So, I have been working on these gods, both because Player Characters need them in order to define their relationship to the divine, and also because these beings tend to anchor towns, villages, and whole societies.

Deities & Powers of the Middle World: Preview Edition is both part of my world-building for the Middle World campaign setting, and an answer to my need for real information related to the gods. This work is far from completed, but I hope to have the final version out by late 2026, with new spells, patrons, rules for Luck, etc. The Preview Edition contains the opening article, a list of deities which will eventually populate the work, and a few mostly-developed gods (new spells and god-as-patron write-ups are not included).

The gods included herein are Aedor (Lord of the Forge), Amaethon (the Master of Grain), Death (the Silent Reaper), Fortuna (the Coin-Tosser), Hermes (Thief of the Gods), and Zal-Rah (the Ape-God). Because the cleric class as it existed did not fit Fortuna, I devised a new class for Her devotees. Right now, the project consists of 49 gods, some of which are also patrons for wizards and elves. I have been using these gods in my open-table online Shanthopal game, and they have been very well received so far. Unique spells and patron write-ups are not included. A list of gods for the full release (when available) is included, with alignment and portfolios. 

When I wrote The Crimson Void for Purple Duck Games, I created an expanded format for gods which was, unfortunately, not used in the DCC Annual. In Deities & Powers of the Middle World, I am combining and expanding upon these two formats. Some gods grant spellburn even to non-client wizards, and I have included tables for those. More importantly, each deity has a “When Offended” table so that the judge can quickly and easily determine what response follows a theft at some temple, killing a monster sacred to some power, or forcefully thwarting a god’s plans.

This work is far from finished. You will see references to patron write-ups which do not yet exist, for instance, as well as unique spells. I hope it gives you some useful material though, and whets your appetite for things to come. I am hoping to have a completed book by late 2026. As you can see, the scope of the work is massive.

The full release will also include four druidic branches, one of which is mentioned in my write-up for Death. These first appeared in my games in the early 90s. Because these gods have lived in my psyche and my games for so long – in some cases since the 80s – some of them have appeared in my previous published adventures. Hopefully, that will give people some fun connections to play with.

So, at the end of the day, the Preview Version is intended to drum up interest in a final version. It is also intended to help me see that interest, because this is a monumental project and your interest (or lack thereof) helps me decide how much time and energy I should devote to it.


Sunday, 23 November 2025

Let’s Convert the Monster Manual: All the “P”s: Pegasus, Peryton, Piercer, Giant Pike, Pixie, Giant Porcupine, Portuguese Man-O-War, Pseudo-Dragon, and Purple Worm

Then I got to the “P”s, which could have been maybe two posts, and I thought “Why not do them all?” Three of the entries are included in the Cyclopedia of Common Animals, and frankly these entries are just plain fun. Pseudo-dragons are technically covered in the “dragon” entry on pages 406-410 of the core rulebook, but I thought you might like something a little closer to the Monster Manual, and there is no reason not to use both. The dragon generator at Purple Sorcerer Games was a big help here.

Pegasus: Init +1; Atk hoof +3 melee (1d5+2); AC 14; HD 5d8; MV 60’ or fly 180’; Act 1d20; SV Fort +5, Ref +4, Will +6; AL N.

These divinely-favored winged horses are difficult to capture, but may be fiercely loyal once they have accepted a rider.

Peryton: Init +0; Atk antlers +4 melee (1d6) or hoof +4 melee (1d4+1) or claws +2 melee (1d4 and snatch) or bite +0 melee (1d6); AC 14; HD 5d8; MV 40’ or fly 50’; Act 1d20; SP snatch, consume hearts and souls, half damage from non-magical weapons, death throes; SV Fort +2, Ref +1, Will +3; AL C.

These magical creatures have the forequarters of giant stags, and the wings and hind talons of gigantic eagles. Their teeth are sharp fangs capable of rending flesh and bone, and for the greater part of their lives they cast human-appearing shadows. A peryton is large enough to bear a human-sized figure aloft on its back or should it snatch it from the ground with its hind talons.

Perytons hunt humans by preference, and prefer to snatch them, carrying them to some lonely location far from help. When they have reduced a human to 0 hp, perytons spend the next 1d6 rounds chewing through flesh and bone to consume their victim’s heart. For the 2d6+6 days following a human kill, a peryton casts its own shadow as it digests the heart and soul of its victim. It then lays a single egg for each human heart consumed; these hatch into new perytons 3d10 days later.

Because only human hearts and souls can fuel their reproduction, perytons will sometimes serve evil masters capable of providing them with plentiful victims. When a peryton is slain, its human shadow flees, becoming a monstrous shadow (as shadow, core rulebook pages 425-426) upon the next new moon. The lairs of such masters, as well as other places where these creatures congregate, thereby become the haunt of shadows over time.

For another version of the peryton, see this post.

Piercer (Small): Init -4; Atk pierce +1 melee (1d4); AC 18; HD 1d6; MV 5’ or climb 5’; Act 1d20; SP camouflage +15, immunity to falling damage; SV Fort +4, Ref -8, Will -2; AL N.

Piercer (Medium): Init -2; Atk pierce +3 melee (1d4); AC 18; HD 2d6; MV 5’ or climb 5’; Act 1d20; SP camouflage +13, immunity to falling damage; SV Fort +6, Ref -8, Will -2; AL N.

Piercer (Small): Init +0; Atk pierce +4 melee (1d6); AC 20; HD 4d6; MV 5’ or climb 5’; Act 1d20; SP camouflage +10, immunity to falling damage; SV Fort +8, Ref -8, Will -2; AL N.


Crustaceans with stony shells which appear like stalactites of various lengths, piercers dwell on cavern roofs among real cave formations. Because their shells are nearly indistinguishable from stone, they are difficult to spot. Small piercers draw they eye less, and are even harder to note.

Piercers sense vibrations, dropping on prey from above, hoping to pierce it with their shells so that they may feast on it thereafter. These creatures have no effective attacks beyond this, being forced to rely on their shells for protection as they make their slow way ceiling-ward once more.

Giant Pike: See the Cyclopedia of Common Animals.

Pixie: Init +4; Atk tiny club +2 melee (1d4-2) or tiny bow +4 ranged (1d3 plus sleep or elfshot); AC 16; HD 1d3; MV 10’ or fly 40’; Act 1d20; SP sleep (2d4 hours, Will DC 15 negates), elfshot, invisible at will, illusions; SV Fort +0, Ref +5, Will +4; AL C.

These fey are about half the height of a halfling, and are often dressed in rags or have no clothing at all. They are dwell near dolmens, standing stones, stone circles, and similar ancient places. They can turn invisible at will, and can make visual illusions (Will DC 16 to negate when interacted with) that are often used to bewilder local folk or make them lost. It is a joy for pixies to force drunkards to sleep in ditches, or steal away neglected children, although they are equally likely to reward the good-hearted they meet (or even simply observe). They love finery and usually react well to gifts of clothing, ribbons, and the like.

Pixies can fit two types of ammunition to their bows. The first causes those struck to succeed in a DC 15 Will save or fall into a magical slumber for 2d4 hours. The more dangerous missiles are elfshot, where the flint arrowheads remain in the wound and work their way inward. Every day, the victim must succeed in a DC 10 Fort save for each elfshot or take an additional 1d3 damage as it does further damage. Succeeding in three saves in a row stops the movement and the damage. Elfshot may otherwise be removed as a minor curse.

Giant Porcupine: See the Cyclopedia of Common Animals.

Portuguese Man-o-War: See the Cyclopedia of Common Animals (as Man o’ War).

Pseudo-Dragon: Init +4; Atk bite +2 melee (1d6) or tail sting +7 melee (1d4 plus venom); AC 18; HD 2d12; MV 20’ or fly 40’; Act 1d20; SP venom (DC 15 Fort or catalepsy 1d6 days plus DC 5 Fort or die), camouflage +10, telepathy 60’; SV Fort +2, Ref +2, Will +2; AL N.

These rare relatives of dragons can sting with a scorpion-like tail, and those who fail a DC 15 Fort save fall into a cataleptic state which can be mistaken for death (DC 5 Intelligence check; healers and the like are trained). At the end of the catalepsy, another save must be made or the victim dies.

These creatures have the ability to blend into their surroundings. They are telepathic, and able to transmit feelings or sensory impressions, but cannot “speak” in words.

Purple Worm: Init +0; Atk bite +4 melee (2d12 plus swallow whole) or tail sting +2 melee (2d4 plus venom); AC 14; HD 15d8+30; MV 20’ or burrow 20’; Act 1d24; SP sense vibrations 120’, swallow whole (2d12 per round, DC 7 Reflex negates), venomous sting (1d3 Stamina damage plus DC 12 Fort or 3d6 damage), crit 20-24; SV Fort +22, Ref -8, Will +0; AL N.

Hatchling Purple Worm: Init +2; Atk bite +0 melee (1d3); AC 16; HD 1d3+3; MV 10’ or burrow 10’; Act 1d16; SP sense vibrations 120’; SV Fort +2, Ref +0, Will +0; AL N.

Juvenile Purple Worm: Init +1; Atk bite +4 melee (2d6) or tail sting +2 melee (2d3 plus venom); AC 13; HD 6d8+12; MV 20’ or burrow 20’; Act 1d20; SP sense vibrations 120’, venomous sting (1d3 Stamina damage plus DC 12 Fort or 3d6 damage); SV Fort +12, Ref -4, Will +0; AL N.

These enormous predators resemble gigantic violet earthworms, but they are 1d3+3 x 10 feet long, with a cavernous maw at one end filled with sharp downward-pointing teeth and a poisonous sting at the other. They dwell deep underground, tunneling through the earth creating tunnels 1d4+5 feet in diameter. How purple worms normally sustain themselves is unknown, but they take any opportunity to add fresh meat to their diets.

These beings are blind, but can sense vibrations within 120 feet. A purple worm normally attacks with a bite, swallowing whole any opponent who fails a DC 7 Reflex save on a successful hit. Swallowed creatures are unable to act, taking 2d12 damage each round and being completely digested 1d12+6 turns after being swallowed (thus making recovering the body impossible).

A purple worm’s tail is equipped with a venomous sting, and it may make a free attack each round if approached from this direction. A thief may recover 1d6 doses of this venom with a successful Handle Poison check from a dead purple worm, and may make 1d3+2 checks before further attempts are useless.

Purple worms hatch from leathery eggs, at an average length of 1d3+3 feet long. A juvenile worm, 1d12+15 feet long, is too small to swallow living opponents whole, but its sting is developed enough to inject full-strength venom. Because slain juveniles allow 1d4 doses of venom each to be recovered with 1d3 Handle Poison checks, they are sometimes sought by adventurers and would-be assassins.

From this post.

Saturday, 22 November 2025

What I’m Up To

During the pandemic, I discovered two things which would profoundly affect my life going forward. The first was that I had inherited a genetic degenerative ataxia affecting speech and motor control. The second, happier, discovery was that a player in a game I ran during the late 80s to early 90s in California was still being run. One of my players had taken over as DM, and he was still running the same world to the best of his notes and memory.

The first discovery means that I have limited time to contribute meaningfully to the community, but the second affirmed that others had found meaning in the material I had created. I had previously published adventures, of course, and I have received some awesome feedback on those over the years. Writing is a lonely business, though, and there is never really enough feedback to keep imposter syndrome at bay!

(I am not really better than anyone else at providing feedback, and our community has some tremendously talented and honestly lovely people who I still haven’t written – or written enough – about!)

Anyway, I have finally decided that I don’t have enough time to make other people’s visions come to life. I really only have enough time and energy to focus on the projects I want to see come to fruition. That doesn’t mean I will never contribute to others’ projects again, but it will no longer be a focus of my work. I decided that I need to become my own publisher if I want to make the material I want to exist. Hence Crowking Press. I cannot write quickly anymore….things I could do over a weekend now take months….but I think what I am writing is worth the time spent.

Fasten your seat belts. The sales pitches are coming.

The Cyclopedia of Common Animals is something I’ve wanted forever. Game stats for animals are always useful, and this book comes with tools to help them become more useful. It starts with a long(ish) article on using animals in rpgs, and includes information on climate, habitat, and the relatively rarity of animals within these. Generating encounter tables is discussed, and I included a revised faerie animal class with a plethora of options…including faerie dinosaurs!

I also included rules for diseases like malaria, rabies, and sleeping sickness, rules for homing pigeons, and expansions on the core rules for donkeys, mules, warhorses, and the like.

But nothing explains like examples, so here are four examples taken at random:

Giant Banana Spider: Init +3; Atk +2 melee (1d4 plus venom); AC 14; HD 1d8; MV 30’ or climb 30’; Act 1d20; SP venom (Fort DC 17, 1d4+2 Strength and 1d4+2 Stamina damage on a success, 2d4+2 Strength and 3d5+2 Stamina on a failure plus save again or permanent impotence), camouflage +6; SV Fort +2; Ref +4; Will +2; AL N.

Getting bitten by the normal version of this highly venomous tropical spider isn’t due to an attack roll; it is due to being unlucky. These spiders hide during the day in dark places such as termite mounds, beneath logs, or in bunches of bananas. At night, they roam the jungle floor in search of prey. A potential victim coming into contact with a banana spider with exposed skin may attempt a Luck check to avoid being bitten. Within their range, the judge may include banana spiders as a potential encounter, and may include these spiders as a potential consequence of searching a location one is hidden in.

Giant banana spiders are halfling-sized nocturnal predators. Their camouflage ability typically comes into play while hiding during daylight hours. A thief may extract 1d4 doses of venom from a giant banana spider with a successful Handle Poison check.

Other names: wandering spider.

Cassowary: Init +0; Atk claw +0 melee (1d4) or peck +1 melee (1); AC 10; HD 1d6; MV 40’; Act 1d20; SV Fort +1; Ref +1; Will -2; AL N.

This flightless bird is usually 5 feet + 1d12 inches tall, with a maximum height of 6 feet 3 inches. Males weight 1d12+63 pounds, and females weight an average of 2d30+100 pounds, with a maximum recorded weight of 187 pounds. Although their normal diet consists of fruit, fungi, insects, and small animals, they can be aggressive, leaping to kick with dagger-like inner claws.

Stonefish: Init +0; Atk spine +0 melee (venom); AC 10; HD 1 hp; MV swim 20’; Act 1d16; SP venom (see below), camouflage +8; SV Fort +0; Ref +0; Will -4; AL N.

These fish are found in warm tropical seas, or more rarely rivers, and often in coral reef areas. They average 11 inches, but can grow up to 16 inches. Like the closely related scorpion fish, they are not aggressive, but unlucky adventurers who step on or touch them may be subject to a defensive attack before the creature attempts to retreat. Because stonefish can survive out of the water for a full 24 hours, even touching an unmoving stonefish on the beach may result in a sting.

Stonefish venom is especially deadly, requiring a DC 12 Fort save. Even if the save succeeds, the victim takes 1d4 Strength damage and is incapacitated by pain for 2d5 turns. If the save fails, the victim takes 1d3 permanent Strength damage and must make a second DC 12 Fort save. If the second save fails, the victim is paralyzed for 1d7 days and must succeed in a third DC 12 Fort save or die in 1d3 hours. Ingestion of the venom has the same effect, but the Fort save DC is increased to 16. Nonetheless, stonefish is considered a delicacy, and if properly prepared, it is not poisonous. Heating the venom can also destroy its potency (determine with a Luck check).

A thief can extract 2d3 doses of stonefish venom from a dead stonefish with a successful Handle Poison check.

Quokka: Init +2; Atk bite +0 melee (disease); AC 8; HD 1-2 hp; MV 30’ or climb 10’; Act 1d14; SP disease; SV Fort +1; Ref +2; Will +1; AL N.

This cat-sized marsupial weighs 1d6+5 pounds. Related to wallabies, they have pleasant-seeming faces which appear to be smiling and large front teeth. They also seem to have little fear of humans, although that is probably due to lack of familiarity more than anything else. They can bite if touched and the person disturbing them fails a Luck check, and they may carry diseases, as determined by the judge. The bitten target is allowed a second Luck check to avoid possible exposure.

And, because dinosaurs are always useful, here is an example from the appendix detailing them (along with several other prehistoric creatures):

Pachycephalosaurus: Init +0; Atk head butt +2 melee (2d6) or bite +1 melee (1d4); AC 15; HD 3d8; MV 40’; Act 1d20; SP Charge (head butt +4 to hit and +2d6 damage), trample for 1d6 per creature; SV Fort +6, Ref +2, Will -4; AL N.

At 1d6+12 feet long, these dinosaurs have thick, reinforced skulls which allow them to use their heads as rams, both to establish herd dominance and as a method of defense. Typical herds consist of 4d6 members.

I am currently working on a companion volume, the Cyclopedia of Common Faeries, which I hope to have completed next year. A third volume in the series, the Cyclopedia of Common Monsters of the Middle World is intended for late 2026 or 2027.

Best yet, any published material approved by Goodman Games can use up to 10 complete write-ups from the Cyclopedia of Common Animals with proper attribution. I also released the revised text of the Golden Lion rule into the public domain. I intend to include similarly generous terms in the other two volumes.

The Cyclopedia Domestica is a digest-sized companion volume to the Cyclopedia of Common Animals, which includes those animals likely to appear in DCC funnels or owned and utilized by characters in later play. If you need to know the AC of a goose, or the hit points of a goat, this book is a handy reference. Everything herein is reproduced in the larger Cyclopedia of Common Animals, but if you travel to conventions or your friend’s house to play, the Domestica is smaller and lighter.

Another way to imagine it is that the Cyclopedia of Common Animals is designed for world-building and adventure creation, and is therefore primarily judge-facing. Assuming it is allowed in play, the Cyclopedia Domestica contains a sub-set of stats and rules used primarily in actual game play, and is primarily player-facing.

I believe that both fill a real niche, even though the contents of the smaller work is also contained in the larger.





Deities & Powers of the Middle World: Preview Edition is both part of my world-building for the Middle World campaign setting, and an answer to my need for real information related to the gods. This work is far from completed, but I hope to have the final version out by late 2026, with new spells, patrons, rules for Luck, etc. The Preview Edition contains the opening article, a list of deities which will eventually populate the work, and a few mostly-developed gods (new spells and god-as-patron write-ups are not included).

The gods included herein are Aedor (Lord of the Forge), Amaethon (the Master of Grain), Death (the Silent Reaper), Fortuna (the Coin-Tosser), Hermes (Thief of the Gods), and Zal-Rah (the Ape-God). Because the cleric class as it existed did not fit Fortuna, I devised a new class for Her devotees. Right now, the project consists of 49 gods, some of which are also patrons for wizards and elves. I have been using these gods in my open-table online Shanthopal game, and they have been very well received so far.

When I wrote The Crimson Void for Purple Duck Games, I created an expanded format for gods which was, unfortunately, not used in the DCC Annual. In Deities & Powers of the Middle World, I am combining and expanding upon these two formats. Some gods grant spellburn even to non-client wizards, and I have included tables for those. More importantly, each deity has a “When Offended” table so that the judge can quickly and easily determine what response follows a theft at some temple, killing a monster sacred to some power, or forcefully thwarting a god’s plans.

The final version will also contain a druid class and four branches of druidism, which first appeared in my games in the early 90s. Because these gods have lived in my psyche and my games for so long – in some cases since the 80s – some of them have appeared in my previous published adventures. Hopefully, that will give people some fun connections to play with.

Finally, D120 Treasures is a system-agnostic collection of 120 treasures, mostly non-magical, which you can throw directly into your game. Or published adventure, as all of the treasures are Open Gaming Content. The pdf is only $2.00, so I think that is a good value for a small investment…even if the pdf is not pretty!

As a side note, if it interests you, many of these items are based on actual items which were on display when I visited the National Museum of Scotland in Edinburgh. I am currently also working on a follow-up containing just magic items, although many of them are minor. Like the first volume, I intend this one to be system-neutral and open for others to use. I am not sure yet what that will look like, but it will probably look the same as in D120 Treasures.

I sincerely hope that I can open up my game world to your tables.

I have even started a book on how I GM, because both blog posts and Dispatches articles on the topic have proven popular. I have no idea how long that will take me. Some days are better than others.

I started off this blog post mentioning ataxia, and I will end on the same note. I am not morose about this, but things take much longer to accomplish than they used to. I am no longer able to do non-hobby work. If I was able to keep the same schedule I could 10 years ago, most of this stuff I’ve mentioned would be out by Christmas, and all of it by the next Gary Con in March. If you do end up picking any of these things up, your feedback is important to me. It helps me keep writing!

Thursday, 20 November 2025

Let’s Convert the Monster Manual: All the “O”s” Ochre Jelly, Giant Octopus, Ogre, Ogre Mage, Orc, Giant Otter, Otyugh, Giant Owl, and Owlbear

Clearing up the “O”s is a relatively simple task, because many of these creatures are either covered in the core rulebook or the Cyclopedia of Common Animals. Ochre jellies are easily built off of the primeval slime on pages 423-424 of the core rulebook, and otyughs were converted long ago in a previous blog post. This left only the ogre magi as requiring any real work, and these were a fairly simple monster to convert, even if my version may differ from that in the Monster Manual. I expect that I may wish to convert the monsters from Oriental Adventures in an upcoming series of posts, and I have no desire to upstage the oni.

This post includes a lot of great monsters, which I have used many times, although most of them are already converted in the core rulebook or the Cyclopedia of Common Animals. Perhaps, then, this is a reminder to make use of them.

Of the monsters actually converted in this post, I have used them all, although I have only used ogre magi when they appeared in published modules. My description of ochre jellies describes my usual experience – they add flavor, but are easily avoided. The fact that I had already converted the otyugh is a testament to how disgustingly cool a creature they are. I have not used them often, but when they show up it is generally to good effect.

Ochre Jelly: Init (always last); Atk pseudopod +4 melee (1d4  plus 1d6 acidic touch); AC 10; HD 2d8; MV 5’, climb 5’; Act 1d20; SP acidic touch, half damage from slicing and piercing weapons, electrical attacks split into two equal jellies (no damage); SV Fort +6, Ref -8, Will -6; AL N.

Ochre jellies are amoeboid monsters which move slowly around subterranean passages, dissolving and consuming what tissues they can. Although they are tougher than most primeval slimes, having two Hit Dice although only about 5’ in diameter, they are not a great danger to most living creatures. Ochre jellies are not especially difficult to spot, and most creatures can move faster than they can. Often, they are only dangerous if adventurers accidently flee into one, or if they are trapped in a dead-end passage as an ochre jelly approaches.

Ochre jellies have the unusual property of dividing into two equal jellies, each with all the hit points and abilities of the original, if struck by an electrical attack. This does no damage to the jelly.

Giant Octopus: See the Cyclopedia of Common Animals.

Ogre: See the core rulebook, page 422.

Ogre Mage: Init +0; Atk giant spear +6 melee (1d8+4) or blow +4 melee (1d3+4) or spell; AC 16; HD 5d12+5; MV 40’; Act 1d20; SP spellcasting (+6 spell check): Spells: (1 st) Charm person, darkness, detect magic, magic shield, sleep, (2nd) fire resistance, invisibility, (3rd) fly; SV Fort +7, Ref +2, Will +7; AL C.

These creatures hail from the eastern lands. More intelligent by far that the common ogre, and related to the oni of the east, these being travel about in small groups, seeking to spread their influence by commanding lesser creatures to do their will. Ogre magi seek slaves wherever they go. Although most (80%) have a long horn growing from the center of their foreheads, this is not used for combat. Of the remaining 20%, half have two horn and half no horns at all.

Orc: See the core rulebook, page 423.

Giant Otter: See the Cyclopedia of Common Animals.

Otyugh: Init +1; Atk tentacle blow +6 melee (1d8+3) or tentacle entangle +4 melee (1d3 plus entangle) or bite +5 melee (1d12 plus disease); AC 16; HD 8d8+16; MV 20’; Act 2d20; SP surprise, entwine, constrict, draw closer, disease, ½ damage from bludgeoning weapons, immune to disease and poisons, infravision 120’; SV Fort +12, Ref +4, Will +4; AL C.

Evolved Otyugh: Init +3; Atk tentacle blow +5 melee (1d6+1) or tentacle entangle +2 melee (1d3 plus entangle) or bite +3 melee (1d8 plus disease); AC 15; HD 6d8+12; MV 30’; Act 2d20; SP surprise, entwine, constrict, draw closer, disease, ½ damage from bludgeoning weapons, immune to disease and poisons, infravision 120’; SV Fort +9, Ref +5, Will +8; AL C.

Deep beneath the city, where the offal from the sewers collects in deep pits, dwell the dreaded otyughs. These creatures have three stumpy legs and three tentacles protruding from an oozing mass of diseased flesh. Two of the tentacles are long, ending in spiked paddles that can strike or entwine other creatures. The third tentacle has been modified to support two eyes, allowing the otyugh to see while submerged in the odious contents of its lair. Its central body has a huge mouth with sharp fangs capable of delivering deadly bites. Even if the victim should survive, they may succumb to disease thereafter.

A concealed otyugh automatically gains surprise unless looked for, and even then it gains surprise on a 5 in 7 chance.

When it makes a tentacle attack, it can reach up to 15’ away. The otyugh must determine if it wishes to attempt a blow or to entwine prey – a blow does more damage, but entwined prey takes 1d4 constriction damage each round and can be drawn 5’ closer. A DC 10 Strength check prevents the otyugh from drawing its prey nearer during any given round; if the check result is 15+, the victim escapes. This check is not free; it requires using an action die.

Anyone bit by the otyugh’s filthy maw must make a DC 15 Fort save or suffer 1d3 points of Stamina damage. Thereafter, even if the initial save succeeded, the victim must make an additional DC 10 Fort save each minute or suffer an additional 1 point of Stamina damage. This condition lasts until magically healed, three consecutive saves are successful (including the initial save), or the victim is dead.

Otyughs do not eat freshly killed prey. Instead, they allow bodies to rot for 3d3 weeks before they are fit for consumption. Because of their rubbery hide, they take only half damage from bludgeoning weapons. Their bodies are about 8’ in diameter.

There are persistent rumors of evolved, or neo-otyughs, smaller but smarter than their more common kin. It is possible to speak to, and bargain with, these beings. They often know much about the area they live in – be it a sewer system or a dungeon – and want nothing more than new and interesting carrion and fasces in return.

Don’t ask. The life of an otyugh, evolved or otherwise, is not something most humanoids would wish for.

From this post.

Giant Owl: See the Cyclopedia of Common Animals.

Owlbear: See the core rulebook, page 423.

Thursday, 13 November 2025

Let’s Convert the Monster Manual: Night Hag, Nightmare, Nixie, and Nymph

This post finished off the “N”s, and was done entirely without reference to the Monster Manual due to the folkloric nature of the creatures herein. I feel a bit strongly about getting creatures like this “right”, and I hope that I have succeeded at least in part.

My write up for nymphs is from an early blog post where I was translating materials written for my own fantasy heartbreaker to DCC. I noticed a few holdovers from that earlier ruleset, which I have corrected here.

Night Hag: Init +0; Atk claw +3 melee (1d3+3) or bite +1 melee (1d4); AC 15; HD 7d12; MV 20’; Act 2d20; SP astral projection (Stamina drain, non-corporeal), immune to fire and cold; SV Fort +6, Ref +0, Will +7; AL C.

These loathsome creatures dwell in the demonic planes, but they can project their astral forms into the Lands We Know, where they drain the life from living folk as they sleep. A projected night hag is incorporeal, and can only be affected by magic weapons or spells. She squats upon a sleeper, who suffers 1d3 Stamina each night they are “hag-ridden”, while suffering debilitating nightmares which prevent spell recovery or healing. A night hag will “ride” the same victim, night after night, until they reach 0 Stamina, lapse into a coma, and, if not restored to at least 1 Stamina, die after 1d3 more nights.

The astral form of a night hag is incorporeal and invisible. On her own plane, and to those who can see her (including the victims in their night terrors), a night hag is obviously non-human, as large as an ogre, with sharp teeth, pointed ears, and sometimes (10% chance) small goat-like horn buds. If a night hag is driven off, her victim gains the normal benefits of sleep and doesn’t suffer Stamina loss that night. Disrupting a night hag is not enough; if it is engaged in combat but the assailants retreat, the night hag can continue her nocturnal activities. Lost Stamina heals normally once the victim is no longer being affected by the night hag.

A night hag reduced to 0 hp while in her astral form is not slain, but is forced to return to her material body in the demonic planes and remain there for 666 days.



Nightmare: Init +1; Atk flaming hoof +6 melee (1d6+3 plus fire damage) or bite +4 melee (1d3 plus fire damage) or breath weapon; AC 15; HD 6d8; MV 60’ or fly 60’; Act 2d20; SP breath weapon (gout of flame, 10’ diameter, 2d6 damage, DC 13 Reflex for half), fire damage (1d6 plus DC 10 Reflex or catch fire), immune to fire, cold vulnerability (x2 damage); SV Fort +7, Ref +5, Will +4; AL C.


These horses come from the hell planes, and are used as steeds by various fiendish beings. Coal black, with flaming eyes and hooves, they are the size of large warhorses, hot to the touch, and able to run on air as easily as they do on land.

Nixie: Init +3; Atk bite +0 melee (1d3) or charm or drown; AC 13; HD 2d6; MV 20’ or swim 40’; SP shapechange, charm, drown, take lovers, iron vulnerability (x2 damage); Act 1d20; SV Fort +1, Ref +3, Will +2; AL C.

Water spirits which appear humanoid in their natural form, nixies always have something animalistic about them, and their clothing always appears to be damp or wet in some part. Shapeshifters, they can appear as serpents, fish, and other creatures associated with river and lakes. Whatever appearance they take, it does not affect their statistics – a nixie in fish form can walk upon the land, and one in serpent form will is never venomous.

Nixies are only found in fresh water, although they can be found both in clear rivers and stagnant pools. Rarely, nixies can even be found in subterranean lakes and streams. Some may be helpful and good, but many wish nothing more than to lure mortals into the water and drown them.

A nixie can charm mortals able to see or hear it (as charm person with a +5 spell check), using songs or the lure of their bodies to do so – that huge trout you know you could catch if you waded into the stream could well be a nixie. Those charmed by a nixie willingly enter the water where, once they have reached sufficient depth, the nixie attempts to drown them. For every opposed Strength check (vs. +2) that the nixie wins, the victim takes 1d4 temporary Stamina damage from drowning, and dies at 0 Stamina. Multiple nixies may attempt to drown the same victim, and each additional nixie beyond the first adds their +2 bonus to the opposed Strength check. Should a victim win free, this Stamina damage heals with 10 minutes of unobstructed breathing.

Occasionally, nixies take mortal lovers. A victim with a 16 or better Personality who reaches 0 Stamina due to drowning may attempt a Luck check. If successful, the victim does not die, but is instead returned unharmed after a period of time. Roll 1d7 plus Luck modifier: (1 or less) 1d20 years, (2) 1d5 years, (3) 1d3 years, (4) 1d12 months, (5) 1d5 weeks, (6) 1d8 days, or (7+) 1d30 hours.

Nymph: Init +3; Atk spear +2 melee (1d6) or short bow +6 ranged (1d6); AC 14; HD 1d8; MV 40’; Act 1d20; SP untiring, supernatural allure, blinding, merge with nature; SV Fort +4 , Ref +8, Will +7; AL variable (often N or C).

Divine Nymph: Init +5; Atk spear +4 melee (1d6+2) or short bow +8 ranged (1d6); AC 16; HD 5d8; MV 50’; Act 1d20; SP untiring, supernatural allure, blinding, cause death, merge with nature; SV Fort +8 , Ref +12, Will +14; AL variable (often N or C).

Nymphs are nature spirits that take the form of impossibly beautiful young women.  They may have some inhuman features, such as pointed ears or unusual hair, eye, or skin tones.  They are tied into some natural site or phenomenon, or exist as the entourage of a mortal incarnation of a deity or powerful cleric.  Thus, there might be a Nymph of the Crystal Grotto, Nymphs of Springtime, Nymphs of the Darkwine River, and so on. 

Nymphs enjoy hunting and other sports.  They are noted for their skill with spear and bow.  Some 25% of encounters with nymphs will include 1d6 hunting dogs per nymph (as mastiff, the Cyclopedia of Common Animals, p. 46).

Many nymphs seem to enjoy mortal company.  Most nymphs limit this company to the presence of women, whom they allow to join in their sports, but 20% of all nymphs are also interested in taking comely mortals – both male and female – as paramours.  Nymphs can bear children with mortal lovers.  Such children gain a +2 bonus to Personality and a +1 bonus to Agility, but are otherwise treated as mortals of their race.  They may have other visible signs of their fey ancestry, based upon their mother’s appearance.

Nymphs prefer to pursue rather than to be pursued, and run away when approached by amorous satyrs and men.  When a nymph runs, she is untiring, able to run at full speed for six hours without a break.  It is difficult for any creature to harm a nymph due to her supernatural allure.  A DC 15 Will save is required to target a nymph with any attack, although once this save succeeds once, the attacker cannot be affected by the nymph’s allure again that day.  As a final method of outwitting pursuit, a nymph may merge with nature as an action, becoming reeds, an island, stalks of grain, or anything else appropriate to the area.  A nymph must succeed in a DC 20 Will save to merge with nature, and this merger is permanent.

Nymphs who are tied into a particular time, such as a season or a time of day, are only present in the material world during that time.  It is as though the intervening time did not exist for the nymph.  Thus, the last day of autumn of one year, and the first day of autumn the next year, are sequential days for an autumnal nymph.  If the nymph has a mortal paramour, she can choose either to take them with her (so that they age one year for every four, from the perspective of a mortal creature of the material plane), or not, so that they can act in the world throughout the year, but seems to age swiftly before her eyes.

Nymphs may have 1d5 class levels as (roll 1d5) (1-2) a warrior or (3-5) a wizard.

Divine Nymph: Roughly 15% of all nymphs have divine blood.  These nymphs can immediately blind any mortal being who sees them without using an action (Reflexes or Will DC 20 negates).  If a divine nymph is viewed by a mortal while disrobed, she can cause them to die (Reflexes or Will DC 15 negates).  A divine nymph may have 1d7 class levels as a (roll 1d7) (1) cleric, (2-3) thief, (4-5) warrior, or (6-7) wizard.

From this post.