Saturday, 27 December 2025

Let’s Convert the Monster Manual: Finishing the “S”s: Sprite, Giant Squid, Stag, Stirge, Strangle Weed, Su-Monster, and Sylph

This is it. Last post of the year, so we are going to finish off the “S”s today. 

The sylph is barely modified from an adventure I wrote for Purple Duck Games (Fire in the Mountain), which is, to be honest, the first and only time I have used sylphs in a game. In fact, we are delving today into quite a few monsters I have either rarely or never used when I was running 1st Edition AD&D. I mean, of course I used plenty of stirges, but the others today I generally did not use.

I used sprites as defined by Gary Gygax, but they never seemed to really hit the feeling that I wanted for faeries, and having to do this conversion is actually the reason for putting off this post so long. I had to do a write-up for sprites anyway for the Cyclopedia of Common Faeries, so I finally overcame my hesitation and jumped in. Overall, sprites suffer the same problems as I have noted with other fey creatures in AD&D: the game’s war gaming roots.

(Followers of my Patreon are up to Volume K on this project as of yesterday.)

I have also mentioned in previous posts the problem that giant squids both cause and fall victim to – getting PCs onto a ship when they know such creatures are out there!

I have used deer of all sorts, even back in the day, but giant stags were not a creature I used often. This is a pity, because they are a flavorful addition that would have fit well into many settings and adventures I ran. I include a giant stag statblock herein for your use.

The strangle weed and su-monster both suffered from their niche environments and their complexity. In the case of the strangle weed, I seldom has PCs venture into shallow tropical waters. Then, even if I was inclined to include such a monster, using it required the DM to determine the strength of each frond (with 3d4 fronds) and compare it against the trapped PC, then using that to determine how much (if any) damage is done as well as the PC’s chance of escaping. I hope that my version is easier to use.

Su-monsters were either inspired by, or I believed that they were inspired by, a cryptid from Patagonia. In my younger days, that informed where I thought the monsters should be encountered. I think that the only time I used them was when running The Ghost Tower of Inverness, but I could be wrong. The psionic system from 1e AD&D was a bit convoluted to run, few characters legitimately had access to the system, and there was little incentive to go through the headache of using these monsters. In my write-up, I have linked them to the Ape-God Zal-Rah and made their psychic powers easier to use at the table.

We are definitely past the half-way point now, and the home stretch is in sight.

Sprite: Init +4; Atk none; AC 18; HD 1 hp; MV 5’ or fly 60’; Act 1d20; SP glamour (DC 5 Will negates), invisible at will; SV Fort -8; Ref +10; Will +0; AL C.

Large Sprite: Init +2; Atk tiny sword +4 melee (1d3 plus sleep) or tiny bow +6 ranged (1d3 plus sleep); AC 14; HD 1d3; MV 15’ or fly 40’; Act 1d16; SP sleep (1d6 hours, DC 10 Fort negates), glamour (DC 10 Will negates), invisible at will; SV Fort -4; Ref +8; Will +2; AL C.

Sprite Swarm: Init +6; Atk swarming attack +4 melee (1 plus sleep) or harassment; AC 18; HD 3d6; MV 5’ or fly 50’; Act special; SP sleep (1d6 hours, DC 14 Fort negates), harassment (DC 10 Will negates), glamour (DC 15 Will negates), half damage from non-area attacks, invisible at will, counting vulnerability; SV Fort -8; Ref +15; Will +4; AL C.

Sprites are small faeries, only about 6 inches tall at the highest, with diaphanous insect-like wings, most often resembling those of a dragonfly, butterfly, or moth. They are too small to harm most humanoids, individually, although they can do so en masse as a swarm. Large sprites are up to 2 feet tall, and have individual weapons that can cause actual harm.

Sprites can create illusory glamours of the most basic kind individually – a slight change in appearance, a flower, sweet bird song – but a swarm of sprites can create illusions which seem real until interacted with, and use this ability to lead travelers astray. The weapons of large sprites and sprite swarms can cause mortal beings to fall into an enchanted slumber for 1d6 hours, from which only magic can awaken their victims. Finally, a swarm of sprites can harass their victim, visibly or invisibly, pinching, pricking with tiny weapons, snagging hair or clothing, and laughing or twittering the entire time. The victims of such harassment must succeed in a DC 10 Will save or move 10’ in a direction chosen by the sprite swarm. Sprites may use this ability to drive mortals into bogs, off cliffs, or into other dangers. In some cases, they may simply wish to force mortals away from an area they have claimed.

Because they can become invisible at will, it is even more difficult to count the number of sprites in a swarm than it is more mundane creatures, as which sprites can be seen or not changes round to round. However, if a victim can say aloud the true number of sprites in a swarm, the swarm is automatically dispersed and cannot harm that individual for seven days. A sprite swarm will have 4d10 + current hit points members.

Giant Squid: See the Colossal squid in the Cyclopedia of Common Animals.

Stag: See the Cyclopedia of Common Animals for many varieties of deer, including 16 statblocks. Nothing quite matches the giant stag in the Monster Manual, so here is an additional statblock:

Giant Stag: Init +4; Atk gore +6 melee (2d8) or hoof +4 melee (1d4); AC 13; HD 5d8; MV 40’; Act 1d20; SV Fort +6; Ref +4; Will +4; AL N.

A giant stag is a majestically large deer, weighing 4d50+1,300 pounds and standing 1d3+5 feet tall at the shoulder. Giant stags may sometimes be ridden by faeries or woodland humanoids, and are more aggressive than their small kin, sometimes turning vengefully on would-be hunters.

Stirge: Init +0; Atk proboscis +0 melee (1d3 and attach); AC 12; HD 1d3; MV 5’ or fly 20’; Act 1d20; attach, blood drain (1d3 Stamina damage); SV Fort +1, Ref +0, Will +0; AL C.

Folklore says that these creatures are the repository of the mortal souls of those greedy and hard-hearted enough to be reincarnated into bloodsucking monstrosities after death. Certainly there is something almost meanly human about their faces, with nose and mouth merged into a sharp but mobile tube for draining their victims.

A stirge attacks with its proboscis. If it hits, it remains attached to the victim until sated, one of the two is dead, or it is dislodged with a DC 15 Strength check or successful Mighty Deed. If an attached stirge is attacked by anyone other than its victim, a miss has a 1 in 3 chance of requiring a new attack roll using the same die as the original attack, similar to firing missile weapons into melee. The round after it hits, a stirge begins draining blood, automatically causing 1d3 Stamina damage per round. It requires 10 points of Stamina damage to satiate a stirge, so that they can easily be the death of those with weak or average constitutions.

Stirges often cache treasure in the areas they infest – coins, gems, and similar small items which the creatures can carry. This lends some credence to the theory that they possess the souls of deceased avaricious mortals.


Strangle Weed:
Init -6; Atk frond +0 melee (entwine plus crush); AC 14; HD 3d12; MV 0’; SP plant, entwine (DC 8 Strength check to escape, +2 to DC for each frond beyond the first, -1d penalty while entwined), crush (automatic 1d4 per frond, DC 10 Strength for half damage); Act 3d20; SV Fort +6, Ref +2, Will +0; AL N.

A carnivorous form of kelp, with 3d6 fronds surrounding a central mass, strangle weed attempts to capture and crush creatures so that their remains may be used as nutrients. Entwined creatures have a -1d penalty to all attack rolls, skill checks, ability checks, and spell checks.

Su-Monster: Init +2; Atk bite +0 melee (1d4) or psychic attack; AC 14; HD 2d6; MV 20’ or climb 40’; Act 1d20; SP psychic attack 3/day, brachiation; SV Fort +1; Ref +4; Will +4; AL C.

These unnatural, leathery-skinned monkeys are almost as big as adult humans, and just as intelligent. They have the ability to project a psychic attack three times each day. When a su-monster makes a psychic attack, roll 1d3: (1) a psychic blast in a 30’ wide cone with a 30’ base, causing 2d6 damage to all sentient targets ca

ught therein (DC 13 Will for half), (2) a single target within 30’ must succeed in a DC 13 Will save or take 2d3 Intelligence damage, or (3) a single target within 30’ takes 1d3 Personality damage and must succeed in a DC 13 Will save or the su-monster can direct its next action as a physical melee attack.

Su-monsters roam unhealthy jungles where chaotic forces are strong. Luckily for nearby inhabitants, they are usually found in troops of no more than a dozen individuals, and they avoid civilization. Su-monsters are said to guard fallen temples and ruins dedicated to a certain Ape-God, and are feared for their cruel wickedness.

Sylph: Init +5; Atk none; AC 25; HD 3d3; MV fly 70’; Act 1d20; SP 50% chance of being unhurt by non-magical weapons, power spells; SV Fort -6, Ref +20, Will +0; AL C.

Sylphs are faerie creatures related to elemental air, who dwell amongst the clouds but occasionally descend to cavort around mountain peaks, especially at night. They appear to be foot-high elven women, with no hair and skin of the palest hue. During daylight hours, they are translucent nearly to the point of actual transparency.

Because of their elemental nature, half of all attacks using non-magical weapons pass through them without causing harm.

If a sylph can be captured and bound, its life force can be used to power wizard spells, at a rate of 1 hp per bonus to the spell check. As the wizard has no way to determine the sylph’s initial hit points, draining the creature in this way has a good chance of destroying it.

A sylph regains 1d3-2 hp per day (1d3-1 per day of complete rest), so that the wizard can never be entirely sure how far it is safe to drain the creature.

A faerie sylph can be bound in this way using the following means:

• A modified find familiar spell (-1d to cast, minimum result 14; 1d3 sylphs bound with a result of 24+).

Invoke patron cast for that purpose, minimum result 12; 1d3 sylphs bound with result of 20-31; 2d3 sylphs bound with result of 32+.

Binding.

• Ritualized magic devised for that purpose; see p. 124 of the core rulebook.

Thursday, 25 December 2025

You Get More than Spiders this Christmas!

Giant Evil Christmas Treant: Init +0; Atk bite +2 melee (1d8) or claw +4 melee (1d12) or throw ornaments +6 ranged (60' range, 1d6 damage); AC 14; HD 8d12; MV 20’; Act 2d24; SP free bite attack with a successful claw attack (DC 15 Relex negates), crit 20-24 (Table P if you have Dungeon Denizens); SV Fort +13; Ref -4; Will +4; AL C.

With thanks to MagicalMishap for the image. Art by DMAC. Used without permission; I will remove if asked.

Let’s Convert the Monster Manual: Spiders

Look! It's another Christmas miracle! 

Having had such a nice day yesterday, I decided to roll this post out early! And here I am, bringing you spiders for Christmas!

The DCC Annual has plenty of rules for giant insects and arachnids, and the Cyclopedia of Common Animals has one or two examples of normal spiders grown to enormous size. Several DCC adventures also include giant spiders of various sizes and types, so there is already a lot to choose from! As a judge, I love the inclusion of giant spiders of all sorts, so it should not be surprising that they occur in many of my adventures. The piece I wrote for Jungle Tomb of the Mummy Bride is probably the most arachno-centric scenario I have ever written, and certainly contains the most horrific giant spider encounter. Unless one includes The Tainted Scroll of Aranha, anyway.

Despite all of these resources, the big spiders in the original Monster Manual deserve a more direct conversion. These should be useful as benchmarks for other enormous arachnids of your own devising, but you should feel free to diverge wildly from them if you like. I certainly have!

Giant Spider: Init +2; Atk bite +2 melee (2d4 plus venom); AC 16; HD 4d8+4; MV 30’ or climb 20’; Act 1d20; SP venom (1d3 Stamina plus DC 15 Fort or additional 1d3 Stamina), webs (as spider web spell, spell check 22-25); SV Fort +3; Ref +2; Will +2; AL C.

Giant spiders are intelligent, thoroughly evil, and about as large as a pony. Those who understand the language of spiders may attempt to converse with them, but few can avoid being seen by these spiders as smaller ones see flies. Some 5% of giant spiders can also use the common tongue.

A thief may obtain 1d4+2 doses of venom with a successful Handle Poison check. If able to converse, a giant spider may well indicate a willingness to supply this venom while alive, but those who approach a living giant spider in this way soon learn the foolishness of doing so.

Huge Spider: Init +4; Atk bite +0 melee (1d6 plus venom); AC 14; HD 2d8+2; MV 40’ or climb 20’ or leap 30’; Act 1d20; SP venom (DC 13 Fort or 1d3 Stamina), camouflage +8; SV Fort +2; Ref +4; Will +0; AL N.

Including spiders similar to wolf spiders, jumping spiders, and trapdoor spiders, these creatures are the size of a human but no more intelligent than dogs. Generally attacking by surprise, they do not normally act cooperatively, but there are arachnid-like humanoids capable of training them as a huntsman trains hounds.

A thief may obtain 2d3 doses of venom from a slain huge spider with a successful Handle Poison check.

Large Spider: Init +4; Atk bite -2 melee (venom); AC 12; HD 1d6; MV 20’ or climb 20’; Act 1d20; SP venom (DC 12 Fort or 1d3 Stamina); SV Fort +0; Ref +4; Will -2; AL N.

Fist-sized spiders with relatively weak venom, these spiders are sometimes found in numbers (2d10) and are relatively mindless. A thief may obtain 1d3 doses of venom from a slain large spider with a successful Handle Poison check 50% of the time.

Phase Spider: Init +3; Atk bite +3 melee (1d6 plus venom); AC 13; HD 5d8+5; MV 30’ or climb 20’; Act 1d20; SP venom (1d3 Stamina plus DC 18 Fort or additional 1d4 Stamina), webs (as spider web spell, spell check 22-25), phasing; SV Fort +3; Ref +4; Will +3; AL N.

These spiders are similar to giant spiders, but they are less cruel and may sometimes be bargained with by those who can speak the language of spiders. Like giant spiders, 5% can use the common tongue.

They have the special ability of moving out of phase with the corporeal world, so that otherwise successful attacks against them instead pass harmless through their out-of-phase bodies. A phase spider gains a Reflex save against any successful attack roll to phase through the attack. This power has no effect against magical weapons, and a warrior or dwarf may use their deed to give the spider a penalty to its save equal to the deed die result (even if only a 1 or 2).

A thief may obtain 2d4 doses of venom from a phase spider with a successful Handle Poison check. Attempting to negotiate for venom with a phase spider is safer than with a giant spider, but all spiders prefer living prey, so the offering must be great indeed.

Giant Water Spider: Init +2; Atk bite +1 melee (1d4 plus venom); AC 15; HD 3d8+3; MV 40’ or climb 30’; Act 1d20; SP venom (1d3 Agility plus DC 13 Fort or 1d3 Stamina); SV Fort +3; Ref +2; Will +1; AL N.

These semi-intelligent spiders live in fresh water, and are able to carry a bubble of air on their abdomens with which to breathe. They can carry air in this way, and deposit it in underwater lairs designed to receive it. They are not smart enough to speak, but are smart enough to understand basic speech and concepts, and if fed living prey they may become neutral, or even friendly, with their benefactors. Giant water spiders are roughly as big as a human.

A thief may obtain 1d4 doses of venom from a dead giant water spider with a successful Handle Poison check. They are not smart enough to understand that someone may wish venom from a living spider.

Giant Saltwater Spider: Init +0; Atk bite +3 melee (2d4 plus venom); AC 15; HD 6d8+6; MV 30’ or climb 20’; Act 1d20; SP venom (1d4 Agility plus DC 17 Fort or 1d4 Stamina); SV Fort +5; Ref +0; Will +2; AL N.

Similar to giant water spiders, giant saltwater spiders live instead live in shallow oceans and seas.

 


 

Sunday, 21 December 2025

Let’s Convert the Monster Manual: Shrieker, Skeleton, Giant Skunk, Slithering Tracker, Giant Slug, Giant Snake, Spectre, and Sphinx

Lots of conversions for you today!

In fact, let's call it a Yuletide Miracle, because I wasn't planning on posting this until after Boxing Day. Yet, after being visited by three ghosts last night (four if you count Marley's ghost), my heart grew three sizes. So here are some beasts to roast and carve. 

The various sphinxes are from Creatures of the Sands, but there are plenty of new conversions here. I had done a shrieker conversion for Purple Duck (Purple Mountain II: Desolate Dwarven Delve), but I didn’t reference that for this conversion.

Skeletons, shriekers, and giant snakes are all creatures I have used relatively frequently, and is fitting that the core rulebook covers two of these. Or mostly covers them, as I have had a bit to add to giant snakes.  Sphinxes are also an excellent monster for campaigns in regions suited to using them, and they are also monsters I have used fairly regularly. The idea that sphinxes may hold spell knowledge in DCC makes their inclusion invaluable.

The remainder are good monsters that I have used infrequently, largely because they can be devastating to encounter. The flavor of these monsters is excellent, though, and I hope my versions of them meet with your approval. In the early days of the hobby, the idea of killing a PC through a slithering tracker, or taking away 2 levels with a single attack might have been easier to swallow than they would be today. My spectre may be gentler (especially if you have access to restore vitality), but my slithering tracker is not. In the case of the slithering tracker and the giant slug, I have tried to give a little more guidance as to description in one case or abilities in the other than the original Monster Manual did.

Anyway, today’s post includes a dozen statblocks. I hope that you find them useful!

Shrieker: Init always last; Atk none; AC 13; HD 3d6; MV 5’; Act 1d20; SP plant, shriek; SV Fort +6; Ref -10; Will +0; AL N.

These slowly-ambulating fungi are about as tall as a halfling, with thick, leathery bodies that can survive a fair amount of abuse. They feed on carrion and, although incapable of attacks themselves, they have the means to ensure a reasonable food supply. Light or movement within 30 feet of a shrieker cause the fungus to emit a loud and high-pitched shrieking noise which can be heard from a great distance. Each round of shrieking, there is a 1 in 6 chance of a random encounter (in addition to any set encounter the shrieking triggers). The fungus continues to shriek for 2d6 rounds even after it detects neither movement or light, and even after it stops there is a 1 in 10 chance per round of a random encounter being drawn to the shrieker’s location each round for the next 3d10 minutes.

Random encounters may be able to track adventurers, but, if they cannot silence a shrieker quickly, retreat is often the best option they may have. Judges are encourages to have distance shrieker noises heard occasionally by characters exploring vast dungeons or cave systems.

Skeleton: See the core rulebook, pages 426-427.

Giant Skunk: See the Cyclopedia of Common Animals.

Slithering Tracker: Init +0; Atk touch +3 melee (paralysis); AC 15; HD 5d8; MV 30’; Act 1d20; SP paralysis (1d6 hours, DC 15 Fort negates), tracking, semi-fluid, blood drain (1d3 Stamina per turn), stealth +18; SV Fort +3, Ref +2, Will +4; AL N.

This creature is an evolved type of primordial slime, no more than 3 feet long, which moves in a puddle shaped much like a flattened snake. Because they are semi-fluid, they can pass through almost any aperture not less than three inches in diameter. Flattened out, they can easily pass beneath most doors. Because they are almost transparent, they nearly always gain a surprise round – when discovered before this, it is usually because a slithering noise made their prey wary.

As their name suggests, slithering trackers are nearly faultless trackers, and once they have begun trailing a target they seldom stop unless killed or something (such as taking a ship) stymies the trail. Many an adventurer may curse trudging in the rain back to town after a dungeon raid, but slithering trackers do not hesitate to leave the underworld, or to enter civilization, and a heavy enough downpour may wash the adventurers’ tracks and scent away.

Slithering trackers do not attack immediately, in general, but wait to get their chosen target alone. Their only useful melee attack paralyzes targets for 1d6 hours unless a DC 15 Fort save is successful. Once a victim is paralyzed, the slithering tracker spreads out across the body and slowly begins draining blood plasma, causing 1d3 Stamina damage per turn. If the victim’s Stamina reaches 0, they die. A victim in contact with a slithering tracker when paralysis wears off must succeed in another DC 15 Fort save or be paralyzed anew. It is possible, though unlikely, that a victim might survive the blood plasma draining, become mobile again, and escape or fight the monster off without outside help.

Be thankful that these monsters are seldom encountered.

Giant Slug: See the core rulebook, pages 427. The underdark slug in the core rulebook is not as large as the one in the Monster Manual, so I have included an additional statblock below.

Giant Slug: Init -6; Atk bite +4 melee (1d12) or acidic spit +3 ranged (acidic spit); AC 12; HD 12d6; MV 20’ or burrow 1’; Act 1d20; acidic spit (SP 60’ range, 3d6 damage, DC 13 Fort for half), half damage from bludgeoning weapons, possible slime; SV Fort +10, Ref -10, Will -4; AL C.


Giant slugs are horrendous creatures which can spit acid, and use their rasping tongues to slowly burrow even through solid stone. At the judge’s discretion, their slime trails may have traits similar to underdark slugs (core rulebook, page 427).



Giant Snake: See the core rulebook, page 428, for giant constrictors, poisonous snakes, and spitting snakes (boas, cobras, and vipers). See the Cyclopedia of Common Animals for giant sidewinders and giant sea snakes. The giant sea snake in the Cyclopedia is not a destroyer of ships, so I include another statblock below.

Amphisbaena: : Init +6; Atk bite +8 melee (3d6 plus venom); AC 16; HD 4d8; MV 30’; SP venom (DC 12 Fort or 1d4 Stamina); Act 2d20; SV Fort +6, Ref +4, Will +2; AL N.

Amphisbaenas are simply snakes with a second head instead of a tail. To make an amphisbaena from any serpent, simply add an extra action die for the second head. Normal-sized snakes as well as giant snakes can be modified this way, although amphisbaenas are far more likely to be venomous snakes than constrictors. These stats were modified from the giant viper in the core rulebook.

Hoop Snake: This snake can form a rigid “hoop” by keeping its tail (or second head, if an amphisbaena) near its head, using an action die. It can then roll along at twice its normal move speed, and can still attack at the end of its move if it has an available action die to do so.

Colossal Sea Snake: Init -4; Atk bite +4 melee (1d12 plus venom) or crush ship; AC 18; HD 10d8; MV swim 70’; Act 1d24; SP venom (3d6 damage plus Fort DC 16 or death), crush ship, crit 20-24; SV Fort +12, Ref +0, Will +8; AL N.

Sea serpents of incredible size, there is only a 1 in 5 chance that sighting such a creature results in an attack. The initial attack of a colossal sea snake is to coil about the ship (assuming that such is present), an attack which takes 1d6 rounds for the creature to accomplish. Once it has succeeded at this, the snake crushes the ship, which requires no action die. For a normal-sized galley, there is a cumulative 1 in 10 chance of sinking the ship per round. Smaller ships are easier to sink (1 in 8, 1 in 7, 1 in 6, and so on), while larger ships are harder to sink and take longer to coil around (+1 round per die shift).

When a colossal sea snake attacks a ship, it is usually because it has mistaken the vessel for a prey item. In this case, it ignores life boats and those fleeing into the air or water. If it is attacked by those on the ship, however, it may use its venomous bite against them.

Thieves can recover 1d6 doses of venom from a slain colossal sea snake, if they manage to gain access to its body, with a successful Handle Poison check. This check has a -1d shift due to the nature of the creature it is being collected from, but a thief may make 3d6 attempts if they have access to the body long enough.

Spectre:
Init +2; Atk non-corporeal touch +3 melee (1d6 cold plus life drain); AC 10; HD 5d12; MV fly 40’; Act 1d20; SP un-dead traits, life drain (DC 13 Will or 1d4 permanent Stamina damage), create spawn, immune to non-magical weapons; SV Fort +2, Ref +4, Will +8; AL C.

Spectre Spawn: Init -2; Atk non-corporeal touch +0 melee (1d3 cold plus life drain); AC 10; HD 3d12; MV fly 40’; Act 1d20; SP un-dead traits, life drain (DC 13 Will or 1d3 Stamina damage), immune to non-magical weapons; SV Fort +0, Ref +2, Will +2; AL C.

A particularly powerful and nasty type of ghost (see core rulebook, pages 413-414), specters are intelligent and evil. Unlike many ghosts, they actively conceal the means by which they may be laid to rest, for they revel in their un-death. Unless a spectre is permanently lain to rest, anyone slain by a spectre arises as a spectre spawn 1d3 nights later. It may take decades for a spectre spawn to become a full spectre, and until that time they may be laid to rest by permanently laying to rest the “parent” spectre. This often revolves around righting some wrong the spectre performed in life or destroying some object that binds it to the Lands We Know.

Androsphinx: Androsphinx: Init +5; Atk claw +6 melee (1d6); AC 16; HD 6d8+6;  MV 40’ or fly 50’; Act 2d20; SP spellcasting; SV Fort +5, Ref +4, Will +8; AL L.

Criosphinx: Criosphinx: Init +4; Atk ram + 5 melee (1d6+2) or claw +3 melee (1d4); AC 15; HD 4d8+4; MV 40’ or fly 50’; Act 1d20; SV Fort +6, Ref +2, Will +1; AL N..

Gynosphinx: Init +6; Atk claw +5 melee (1d6); AC 17; HD 6d8+6; MV 40’ or fly 50’; Act 2d20; spellcasting; SV Fort +5, Ref +5, Will +6; AL N.

Small Gynosphinx: Init +7; Atk claw +5 melee (1d4); AC 18; HD 2d8+4; MV 30’ or fly 50’; Act 2d20; SV Fort +3, Ref +7, Will +5; AL C.

Hieracosphinx: Init +4; Atk claw +5 melee (1d4) or bite +3 melee (1d6); AC 15; HD 5d8+5; MV 40’ or fly 50’; Act 3d20; SV Fort +5, Ref +2, Will +2; AL N.

The names of the various types of sphinxes come to us from the ancient Greeks, and particularly by Herodotus when he travelled to Egypt. All sphinxes have leonine bodies and bird-like wings, but there are several different types which may be encountered.

Androsphinxes are the largest group, with make human heads. These sphinxes serve as guardians, and generally ally themselves with the gods of Law. Androsphinxes have the spellcasting abilities of level 1d3 clerics, including the ability to turn the unholy and lay on hands.

Criosphinxes have the heads of rams and are not particularly intelligent. 


Gynosphinxes have female human heads, and come in two varieties, both of which love esoteric knowledge.  The larger gynosphinxes can cast spells as level 1d5 wizards, and may sometimes be sought for spell knowledge. These sphinxes may sometimes act as guardians, but more commonly seek their own pleasure. They are not evil, or even ill-willed, but they do seek a high price for knowledge gathered over centuries.

Smaller gynosphinxes are decidedly malevolent. Although they may be dispatched by the gods to punish transgressors, in truth they do not care who gets punished, and they will kill and devour all they can until their proper target should appear. Like their larger kindred, these sphinxes love knowledge, and particularly love riddles. It is a favorite game to ask a riddle of their intended prey, who – if they can answer correctly – may be allowed to go free unscathed.

Hieracosphinxes are falcon-headed and intelligent. They have been known to aid humans, acting as guardians or hunters, but they are equally likely to be encountered raiding livestock, or far in the wastes where all but the most hardy travelers may be avoided. Hieracosphinxes have a great store of wisdom, but only those who understand the languages of hawks and eagles may prise secrets from them successfully.



Friday, 19 December 2025

Let’s Convert the Monster Manual: Giant Sea Horse, Sea Lion, Shadow, Shambling Mound, Shark, and Shedu

When I didn’t include giant sea horses in the Cyclopedia of Common Animals, I know that I let Aquaman down. That is corrected here. Last post in the series included the sahuagin; although this one includes sharks it directs to the Cyclopedia of Common Animals, which includes a great many types of shark.

Way back when I converted the lammasu, I noted that, mythologically speaking, this was the same creature as the shedu. I realized then that, when we reached this point, I would have to either create a new version or let it stand as-is.  I have decided to make the shedu a “lesser lamassu”, which seems relatively fitting here and may make some conversions easier. The change in spelling is intentional.

Speaking of easy conversations, I had already provided a shambling mound conversion for Castle Xyntillan, making its inclusion here fairly simple.

The sea lion showcases the value of the Cyclopedia of Common Animals to at least some degree, as the creature can be statted out simply by modifying the lion entries in that work. Similarly, if one went the “sea cat” direction of some later editions, one could use the Cyclopedia to quickly stat out sea leopards, sea tigers, sea bobcats, and even sea versions of household cats. But why stop there? Sea wolves, sea bears, sea elephants, and so on are equally possible. In the Middle Ages, there was a belief that every creature on land had its counterpart in the ocean, and that could be true in your world.

Giant Seahorse: Init +4; Atk butt +0 melee (1d3); AC 16; HD 3d4; MV swim 50’; Act 1d20; SV Fort +4; Ref +3; Will +0; AL N.

Giant seahorses are large enough to be ridden by human-sized humanoids, and intelligent enough to be trained for the saddle. While not the fastest creatures in the ocean, they do not tire easily. Like their smaller kin, they are found in tropical to warm temperate waters.

Sea Lion: Init +3; Atk claw +5 melee (1d4+5) or bite +2 melee (1d6+3); AC 17; HD 6d8; MV 20’ or swim 50’; Act 1d20; SV Fort +5, Ref +4, Will +2; AL N.

These aquatic creatures have the forequarters of a lion and the hindquarters of an enormous fish. They are sometimes encountered in even colder temperate waters, and, as air breathers, they tend to lair in coastal sea caves where they can sleep during low tide without fear of drowning.

Sea Change: To turn a terrestrial animal into an oceanic one, add +2 to AC to account for scales, unless the creature is already armored. Move is reduced by 20’, and a swim speed (equal to the original move speed + 10’) is added. For birds, consider using fly speed -10’ for their swim speed, if that gives a higher result.

You will have to look at any special abilities and remove or modify them it they make no sense in an aquatic environment. Sea elephants, for instance, shouldn’t trample opponents.

Shadow: See the core rulebook, pages 425-426.

Shambling Mound: Init +0; Atk tendril +4 melee (10’ reach, 1d8); AC 18; HD 8d8 (28 hp); MV 20’; Act 2d20; SP plant, enfold, immunity to fire, half damage from cold and weapons, electricity adds 1 Hit Die (but then does normal damage); SV Fort +8, Ref -2, Will +0; AL N.

Enfold: If both tendrils strike the same victim, they are drawn within the shambling mound and begin to suffocate, taking an automatic 1d4 temporary Stamina damage each round. The victim can escape with a DC 20 Strength check, but can take no other physical actions while enfolded. If a shambling mound is damaged, any enfolded victims suffer half damage. A shambling mound can only enfold a single victim per 4 full Hit Dice, but victims die at 0 hp and can be expelled to allow a new victim to be enfolded. Survivors recover all temporary Stamina damage after 10 minutes of unrestricted breathing.

Shark: See the Cyclopedia of Common Animals. In addition to generic sharks of various sizes, the Cyclopedia includes bull sharks, goblin sharks, great white sharks, hammerhead sharks, lemon sharks, nurse sharks, three types of reef shark, thresher sharks, tiger sharks, whale sharks, zebra sharks, and zebra bullhead sharks. That isn’t every type of shark in the world, but it is enough to supply some variety.


Shedu:
Init +4; Atk trample +5 melee (1d8+4); AC 16; HD 8d6+16; MV 40’ or fly 60’; Act 1d20; SP non-corporeal; SV Fort +10; Ref +6; Will +15; AL L.

Sometimes known as “lesser lamassu”, these creatures are similar in appearance, but larger and more martial than lamassu. Shedu are capable of using their action die to become non-corporeal or return to corporeality. When non-corporeal, they can pass through walls and are immune to the attacks of non-magical weapons.

Although extremely rare, shedu may sometimes be encountered in arid lands, where they give battle to chaotic creatures and aid lawful communities. Although they do not have the spellcasting abilities of lamassu, shedu are also agents of the celestial gods, and their advice may be sought by those knowing where to find such a creature.

Friday, 12 December 2025

Let’s Convert the Monster Manual: Sahuagin, Salamander, Satyr, Giant Scorpion, and Sea Hag

Here are some monsters that I think most of us have used. Sahuagin raiders on a port town is a classic.

Sahuagin Warrior: Init +2; Atk spear +3 melee (1d8+1) or claw +3 melee (1d3) or bite +1 melee (1d6); AC 12; HD 2d8+2; MV 25’ or swim 50’; Act 1d20; SP control sharks, grapple ships; SV Fort +2, Ref +3, Will +5; AL C.

Sahuagin Mutant: Init +2; Atk spear +3 melee (1d8+1) or claw +3 melee (1d3) or bite +1 melee (1d6); AC 12; HD 2d8+2; MV 25’ or swim 50’; Act 2d20; SP control sharks, grapple ships, four arms; SV Fort +2, Ref +3, Will +5; AL C. (Four arms.)

Sahuagin Mutant: Init +2; Atk spear +4 melee (1d8+2) or claw +4 melee (1d3+1) or bite +2 melee (1d6+1); AC 12; HD 3d8+3; MV 25’ or swim 50’; Act 1d20; SP control sharks (6 HD), grapple ships, psionic attack (120’ range, 1d8 dam, Will DC 13 half); SV Fort +2, Ref +3, Will +5; AL C. (Larger, shark-attuned, psionic.)

Sahuagin Mutant: Init +2; Atk spear +5 melee (1d8+3) or claw +5 melee (1d3+2) or bite +3 melee (1d10); AC 12; HD 4d8+4; MV 25’ or swim 50’; Act 1d20; SP control sharks, grapple ships; SV Fort +2, Ref +3, Will +5; AL C. (Larger twice, feral bite three times.)

Cunning and savage fish-folk, the sahuagin hate everybody. Especially aquatic elves…perhaps by extension all elves. They attack ships. They work well with sharks, which they can command, so perhaps they don’t hate everything. The sahuagin are subject to mutation, sometimes having four arms. They are also, apparently, sometimes far more human-like and at other times far more fish- or shark-like in their skeletal structure.

Elves have always gained their magical powers by making pacts with supernatural entities – powerful demons, nature spirits, fey lords, and eldritch beings from the dawn of time. Thousands of years ago, on the Isles of Sahua, there was a group of elves whose devotion to the shark-god, Kuawangu. They fed slaves to the sharks in His sacred pools, and in return they gained the bounty and protection of the seas.

Sahua is long gone, brought beneath the waves in a fiery volcanic cataclysm. Some say that there was a schism between the followers of jealous patrons, and that the followers of Kuawangu were transformed to carry their lord’s vengeance against all others. Some say that the elves of Sahua turned from the shark-god, and He wreaked the destruction of their islands, elevating the sharks from His sacred pools to rule the watery palaces where proud elven folk once strode. Whatever the truth may be, Sahua is gone, and the Sahuagin swarm where ancient charts once placed the island chain.

Sahuagin are tall, slender humanoids with green scaled skin, shark-like teeth, and sharp claws. They favor tridents as weapons, but, like elves, avoid the use of iron and steel. This may be an indication of their elven ancestry, or it may be because such metal rusts quickly in the salty brine of their ocean home. Their scales are darker toward their spines, fading to a green-white on their bellies. Only a careful examination can determine the gender of a non-pregnant female sahuagin, or an unaroused male.

Sahuagin warriors can control up to 2 Hit Dice of sharks each. They are capable of using strong lines of seaweed fibres and animal sinews to grapple ships from below. The sahuagin holding each line adds drag to the ship, slowing it until it is brought to a stop. The sahuagin then board the ship, slaughtering all aboard before sinking the hapless vessel.

Sahuagin mutants call themselves “Scions of Kuawangu”, and claim that their mutations are the result of the Shark-God’s divine bloodline. When rolling up a small band of sahuagin, the judge may use 1d30 to see which are mutated. Alternately, roll 1d10 and use the numbers in parenthesis for whichever sahuagin you decide are mutated.

Die Roll                 Mutation

1-20                       None

21-24 (1-4)          Additional pair of arms. +1 Action Die, and it is possible to wield a second trident.

25 (5)                     Extended fish tail. +20’ to swim speed, -5’ to land speed.

26 (6)                     Larger. Increase HD by 1d8+1. Increase melee attack rolls and damage by +1.

27 (7)                     Shark-attuned. Can control double the normal HD of sharks.

28 (8)                     Feral bite. Bite damage increases by +1d on the dice chain. Worse, wound continues bleeding for 1 damage each round until staunched (requires 1 minute) or magical healing is applied.

29 (9)                     Psionic. Enlarged head and brain. Can make a psychic attack for 1d8 damage within 120’. Will save (DC 1d20 + sahuagin’s HD) for half. If this is rolled more than once, increase damage by +1d on the dice chain.

30 (10)                  Multiple mutations. Roll 1d3. Ignore future instances of multiple mutations. Or don’t, and make a truly terrifying adversary.

Taken from this post.

Salamander: Init +6; Atk claw +5 melee (1d4) or bite +3 melee (1d8) or by weapon +5 melee (by weapon + 1d3 heat); AC 16; HD 6d8; MV 30’; Act 1d20; SP heat (1d8 each round to all within 20’; Fort DC 12 for half), cold vulnerability (+1d12 damage per die), immunities (fire, non-magical weapons, sleep, and charm), death throes; SV Fort +3, Ref +12, Will +8; AL C.

Salamanders are fire spirits, which are often armed with red-hot metal weapons – usually spears, but this can vary by individual. They are so hot that even getting close to them is damaging, but this also makes them extremely vulnerable to cold.

A slain salamander simply winks out of existence unless bound to the Lands We Know. A bound salamander turns into a warm pool of glistening liquid – its essence, which can be used as a power component for fire-based spells. A bound salamander leaves 2d3 doses of this substance behind, each of which can be used to grant a +1d3 bonus to a fire-based spell when cast.

Modified from this post.

Satyr: Init +2; Atk by weapon +2 melee (by weapon) or kick +1 melee (1d3) or pan pipes; AC 13; HD 3d6; MV 40’; Act 1d20; SP pan pipes; SV Fort +1, Ref +3, Will +2; AL C.

Faun: Init +3; Atk by weapon +0 melee (by weapon); AC 13; HD 1d8; MV 40’; Act 1d20; SP stealth (+6), iron vulnerability; SV Fort +0, Ref +5, Will +1; AL N.

Satyrs are male creatures half-human and half-goat, which embody human passions of gluttony, lust, fear, and rage. Although they may use weapons, a satyr carrying pan pipes (a syrinx) can use this instrument to cast charm person, scare, or sleep with a +8 bonus to the spell check.

Satyrs are not automatically antagonistic, but they are prone to licentiousness, rudeness, and violence as the mood strikes them. 

Fauns are similar to satyrs, but smaller, less volatile, and more civil in both their attitudes and behavior. Fauns are very hard to spot in natural environs, having a +6 bonus to any attempts at stealth. They are vulnerable to iron weapons, taking double damage from any weapon made specifically of iron.

Both of these creatures featured in November 2022’s Faeries of the Twilight World, and both will be included in the upcoming Cyclopedia of Common Faeries.

Giant Scorpion: See the core rulebook, page 425. The Cyclopedia of Common Animals includes scorpions, scorpion swarms, and monstrous scorpions which are closer in size to those in the Monster Manual.

Sea Hag: Init +0; Atk dagger +1 melee (1d4) or death gaze; AC 13; HD 3d6; MV 30’ or swim 40’; SP death gaze (3/day, 1d6 damage plus DC 13 Will save or die), weakness (1d4 temporary Strength damage, DC 13 Will negates); Act 1d20; SV Fort +2, Ref +0, Will +5; AL C.

These fey creatures are so hideous that, on seeing them, creatures must succeed in a DC 13 Will save or suffer 1d4 Strength damage for 1d4 turns. They can be found in dismal and unlovely shallow seas and shores, where they seek to slay mortal creatures and consume them. The weakness they cause aid in drowning victims, and three times each day they can gaze upon a creature within 30’, causing 1d6 damage and requiring a DC 13 Will save to prevent the victim from simply dying.