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.

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