Saturday, 6 December 2025

Let’s Convert the Monster Manual: Finishing the “R”s: Remorhaz, Rhinoceros, Roc, Roper, Rot Grub, and Rust Monster

So here we go with a few more monsters. “S” and “T” are fairly lengthy in the Monster Manual, but we are getting near the end of the book. When I first had access to the Dungeon Master’s Guide but not the Monster Manual (way back in my freshman year of high school), we thought that the “roper” listed in the appendixes was probably an equine creature that “roped” adventurers with some form of lariat. I never really did anything with that idea, but I have included it here for your enjoyment. Who knows? It may be useful in Weird Frontiers!

A DCC version of rot grubs appears in Sailors on the Starless Sea, but I do not assume everyone owns that adventure, although they should. I have therefore included a version which can easily be used as a hazard without treating non-giant insect larvae like a combat encounter.

Probably the best use of a roc in AD&D was in Eye of the Serpent, where the roc was used in the set-up. A hatchling remorhaz also appears in that adventure. Apart from that and The Glacial Rift of the Frost Giant Jarl, I can’t remember using either a roc or a remorhaz in my 1e days. Ropers and rust monsters, or course, I have used. I am not certain if I ever used a rhinoceros then either, although I may have.

Remorhaz: Init +0; Atk bite +6 melee (3d8); AC 20; HD 9d12+18; MV 30’ or burrow 30’; Act 1d20; SP infravision 100’, surprise prey, swallow whole (attack roll 6 over target AC, DC 22 reflex avoids), internal heat (destroy non-magical weapons [DC 15 Ref negates] or 2d6 damage from natural attack); SV Fort +9, Ref +4, Will +5; AL N.

These many-legged creatures live in polar and other cold regions, where they hunt prey by using their extraordinary internal heat to melt snow and ice, burrowing beneath it to surprise prey 25% of the time. When it fails to surprise prey, it is usually because its internal heat is so great that whatever it is hunting becomes aware of a noticeable rise in temperature.

The creature’s bite attack is horrific, and its attack roll is 6 or more higher than the target AC, it swallows its prey whole (DC 22 Reflex negates), where its internal body temperature instantly kills almost any living creature, and does 6d6 damage per round to creatures with resistance to heat. Creatures completely immune to heat and fire take only 1d6 damage per round.

Mundane weapons striking a remorhaz are destroyed unless the wielder succeeds in a DC 15 Reflex save with each attack. A creature using natural weapons to make melee attacks against a remorhaz takes 2d6 damage itself from the intense heat with each successful attack.

These creatures are 1d20+20 feet long.

Rhinoceros: See the Cyclopedia of Common Animals. Not only do you get both rhinoceroses and wooly rhinoceroses, but you get white, black, and Indian varieties.

Small Roc: Init +3; Atk beak +6 melee (2d8) or claws +8 melee (2d6 plus snatch); AC 14; HD 7d6; MV 10’ or fly 120’; Act 1d20; SP snatch (DC 20 Reflex negates); SV Fort +6; Ref +4; Will +4; AL N.

Medium Roc: Init +0; Atk beak +8 melee (3d8) or claws +10 melee (3d6 plus snatch); AC 14; HD 10d6; MV 20’ or fly 150’; Act 1d20; SP snatch; SV Fort +8; Ref +2; Will +6; AL N.

Large Roc: Init -3; Atk beak +12 melee (4d8) or claws +14 melee (4d6 plus snatch); AC 16; HD 18d6; MV 30’ or fly 200’; Act 1d20; SP snatch; SV Fort +14; Ref +0; Will +8; AL N.

Rocs are gigantic, eagle-like birds, the largest of which is big enough to carry a full-grown elephant away in its talons. When they attack with their talons, they can snatch foes and carry them aloft – usually to some place where they can feed at their leisure, or to a nest where hungry chicks await. Once talons have gripped flesh, victims can only resist being snatched away by small rocs (DC 20 Reflex save negates); for larger specimens, this is unavoidable.

The wingspan of a small roc is 1d20+20 feet. The wingspan of a medium roc is 1d24+24 feet. The wingspan of a large roc is 1d30+30 feet.

Roper: Init +2; Atk tentacle +8 melee (2d6) or bite +10 melee (3d10); AC 20; HD 5d10+10; MV 10’; Act 6d20; SP infravision 120', reach, surprise, constrict, draw; SV Fort +10,Ref +3, Will +14; AL C.

These creatures can reach up to 50' away with their tentacles, surprising foes fully 50% of the time due to their stalagmite-like appearance (before they move). A creature so struck is held by the creature, who can use an Action Die to automatically cause constriction damage (2d6) or draw the victim 1d3 x 10' closer (opposed Strength check vs.+4 negates). The creature can only bite victims drawn adjacent to it.

10% of ropers have a special ability. Roll 1d7:

1. Stony Carapace: +4 bonus to AC.

2. Spellcasting: The roper has the spell abilities equal to a level 1d3 wizard.

3. Extendable Mouth: The roper can bite victims up to 10' away. If this is rolled again, the range is extended by +5'.

4. Better Camouflage: The roper has a +10% chance to surprise.

5. Stronger: The roper gains a +1d5 bonus to opposed Strength checks. Each of its attacks has its damage increased by the same amount.

6. Increased Hit Dice: The roper gains +1d3 Hit Dice. For every full 3 HD, it gains a +1 bonus to all attack rolls, a +1 bonus to Fort saves, a +2 bonus to Will saves, and a -2 penalty to Ref saves.

7. Roll twice and keep both results. This result can occur any number of times.

From this post.

Equine Roper: Init +4; Atk bite +1 melee (1d6) or lariat +5 ranged (capture); AC 16; HD 6d8; MV 60’; SP capture (DC 20 Strength escapes), drag (2d6, DC 15 Fort for half), draw (10’, opposed Strength vs. +6 negates); Act 1d20; SV Fort +6, Ref +4, Will +2; AL N.

Rare creatures of the plains, equine ropers look like large scaled horses with lariat-like appendages growing from their nasal cavities. These organic nooses are strong and elastic, and can be used to capture prey up to 60 feet away. A trapped creature can use an action to escape with a DC 20 Strength check. Otherwise, the equine roper can run with its victim, dragging them for 2d6 damage (DC 15 Fort for half) or attempt to drag it 10 feet closer (opposed Strength vs. +6 resists). Equine ropers have 1d3+1 nasal lariats, any of which could potentially be severed by a blow doing 10+ damage with a sharp instrument.

Equine ropers subdue their prey by dragging them, then drag them closer to consume.

Rot Grub: Init -2; 1 Stamina damage per grub per round, cut out for 1d3 damage per grub in the first round, treat as disease thereafter.

Rot grubs are the larval forms of a subterranean beetle which develop in rotting matter, bodies, offal, and similar decaying material. When rot grubs are present, anyone searching through waste material containing them must succeed in a Luck check or be infested by 1d3 grubs. Wading through, or being submerged in, this sort of foulness requires a Luck check on 1d30 to avoid infestation by 1d6 rot grubs.

Each round of infestation, the victim takes 1 Stamina damage per grub. During the first round, the grubs can be cut out, doing 1d3 damage per grub to the victim. Thereafter, the grubs can only be treated as a disease. If the victim reaches 0 Stamina, they die.

Rust Monster: Init +0; Atk antennae +4 melee (rusting) or bite +1 melee (1d3); AC 18; HD 3d6; MV 40’; Act 1d20; SP rusting, smell metal ferrous 500’; SV Fort +6; Ref +0; Will +0; AL N.

These weird creatures have antennae which can turn ferrous metals (such as iron and steel) into rust. If an attack misses due to the AC bonus of a creature wearing metal armor, it is considered to be a hit against that armor. They can target metal weapons and gear with standard attack rolls, and ferrous metal weapons that hit them are also subject to rusting.

Armor takes a permanent -1d6 penalty to its AC bonus, collapsing into rusty fragments when it reaches +0. Weapons have their damage reduced by 1d3d on the dice chain, likewise falling completely into rust when they go below 1d3 damage. Magical items resist this rusting to some degree; armor is reduced by 1 point less for each “plus” it has, and magic weapon are reduced by 1d less per “plus”. Other magic items must be adjudicated by the judge.

Rust monsters can bite, but this is purely defensive. They survive by consuming oxidized ferrous metals.

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