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.

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