Friday, 17 October 2025

Let’s Convert the Monster Manual: Mammoth, Manticore, Masher, Mastodon, and Medusa

Of the creatures I am converting from the Monster Manual in this post, the manticore is hands-down the one I have used the most. I used them while I was running 1st Edition, revisited them in 2nd and 3rd edition, and used one in the funnel adventure, White  Out, which has thus far appeared only in my Patreon. From folklore and mythology, manticores can represent the sins of a community, and I have certainly made use of that interpretation. I have also done things like place a mated pair of manticores on a lonely island, where they feed on wild cattle and unintentionally guard the entrance to an ancient tomb. There is just something about this monster that feels right to me.

On the other end of the spectrum, we have the masher, which I have seldom considered and I think I have used once, primarily as a challenge to myself to do so. I hope that this post inspires the Gentle Reader to use the creatures themselves.

It is noteworthy that many of the creatures I never or seldom used are aquatic. In those early days of my gaming, I could seldom convince players that it was worthwhile to take passage on a ship, largely because of the potential risks involved. If something happens to the ship, you are in deep trouble, and the idea of starting an adventure with a shipwreck seemed too good to pass up. In fact, Chanters in the Dark starts this way, so that is not an entirely spurious concern.

There are a number of AD&D monsters capable of capsizing or otherwise sinking ships, and even if you are just boarded by aquatic monsters, wearing armor is a potential death sentence if you fall overboard, so your party is not usually at their strongest. Should you do well, aquatic enemies can flee where they cannot easily be followed, and they can regroup to attack again at their leisure. The stories we enjoy reading, and those we tell at the table, tend to be ones where things happen, so that, even if 99% of all sea voyages avoid these dangers, the PCs somehow end up on the ones that do not.

Undersea adventures are even more difficult, unless there is a way for the players to be certain that their characters can breathe, and that the judge will not use the crushing ocean depths to kill them all. It behooves the judge to consider three dimensions when planning adventures, but when you are underwater it is mandatory, adding to the difficulty of designing (and sometimes running) these adventures. Adventuring underwater can be an interesting change of pace, but there is a reason why there are so few good published underwater adventures.

In an adventure like Isle of Dread, the ocean voyage is already accomplished prior to the action beginning.  That works well enough, but limits the use of aquatic monsters. There are some potential marine encounters in that module, but they require the PCs to be sailing around the island, and have the potential issues raised earlier. It’s okay to have the occasional shipwreck, but the more often such an event occurs, the more foolish players have to be to trust their characters to the sea.

Even in an otherwise land-locked adventure, water features can cause players anxiety. I love including flooded corridors, underground rivers, and the like for this very reason. To explore, or not to explore? When you know your movement and combat abilities are compromised, cannot see what lies below the surface, but know that anything there is in its element while you are not, tensions naturally rise.

NOTE: When I first wrote this, I missed that there is indeed a manticore in the monster section of the core rulebook. Feel free to compare and contrast!

Mammoth: See the Cyclopedia of Common Animals. Mammoths, mastodons, and modern elephants are included.

Manticore: Init +4; Atk bite +4 melee (1d4) or claw +3 melee (1d6) or 1d4 tail spikes +2 ranged (60’ range, 1d4 each); AC 15; HD 6d8+18; MV 40’ or fly 60’; Act 2d20; SP tail spikes, special abilities; SV Fort +5; Ref +3; Will +6; AL C.

Manticores appear as large lions with bat-like wings and human heads with oversized mouths. The common manticore has a tail bristling with spikes; it can launch 1d4 of these at a single target, which uses up both of its action dice and requires a separate attack roll for each spike. A manticore typically has 3d12 spikes available at any given time; once used, they take days or weeks to regrow. Maticores have three rows of teeth and bell-like voices.

A manticore can have 1d8-1 special features. When a special feature is indicated, roll 1d10 on the table below, rerolling any duplicates:

1. Larger than normal. The manticore gains 2 additional Hit Dice.

2. Instead of tail spikes, the manticore has a scorpion-like tail, which drips whitish-green venom. Tail sting +2 melee (1d3 plus venom); venom (Fort DC 15 or 1d7 damage).

3. The manticore’s voice paralyzes those who hear it, who must succeed on a DC 15 Will save or be rooted to the spot for 1d10 full minutes. Once a character has succeeded in this saving throw, they cannot be affected again that day.

4. The manticore has no wings and cannot fly, but gains Climb 30’ and can climb on sheer surfaces with ease.

5. When reduced to 0 hit points, the manticore lets out an ear-splitting screech (Fort DC 10 or be deafened for 1d3 days; deafness is permanent on a natural “1”).

6. The manticore is immune to one specific type of damage, such as fire, cold, or electricity.

7. The manticore’s tail spikes are envenomed (Fort DC 12 or 1d4 damage). If the manticore has no tail spikes, reroll.

8. The manticore has 2d6 extra tail spikes. If the manticore has no tail spikes, reroll.

9. The manticore has an extra tail, and can use both tails as the same action. A manticore can target separate foes with each tail.

10. The manticore gains an extra action die, and has an additional +1 bonus to Initiative.

If a manticore has venom, a thief can extract 2d4 doses with a successful Handle Poison check.

This entry was built off the mantichore from White Out.

Masher: Init +0; Atk crush +0 melee (5d4); AC 13; HD 8d8; MV swim 20’; Act 1d20; SP venomous spines (Ref DC 12 negates, otherwise 1d4 Stamina damage and Fort DC 12 or immediate paralysis followed by death in 1d3 minutes); SV Fort +12; Ref +0; Will +0; AL N.

Mashers are 1d4 + 11 foot long eel-like fish, shaped somewhat like worms, a number of venomous dorsal spines they can use for self-defense. They live in coral reefs, and are named for their feeding method of “mashing” coral growths and eating the resultant smaller pieces with their suction-like mouths. Although they cannot bite, masher have hard bony heads which they can use to crush attacking creatures much as they do coral.

In addition, the masher uses its dorsal spines to ward off attackers. Each masher has 1d3+1 pair of these spines, which are independently mobile. Attackers must succeed in a DC 12 reflex save or come into contact with the deadly venom.

These fish would be largely left alone by intelligent creatures, but 1d3 doses of this venom can be removed from the venom sac of each dorsal spine with a successful Handle Poison check, and the venom retains its full potency for 3d6 months.

Mastodon: See the Cyclopedia of Common Animals

Medusa: Init +2; Atk dagger +2 melee (1d4) or biting serpents +0 melee (1d6 plus venom), AC 15; HD 6d8; MV 30’; Act 1d20; SP infravision 60’, venom (1d3 Stamina plus Fort DC 15 or 1d6 damage), petrifying gaze (Reflex DC 15 averts; otherwise 1d3 Agility and Will DC 12 or turned to stone, petrified if Agility reaches 0); SV Fort +3, Ref +3, Will +0; AL C.

The above medusa was built from this post, whose medusa is reproduced below:

Medusa: Init +2; Atk biting serpents +6 melee (1d6 plus venom), AC 12; HD 4d8; MV 30’; Act 1d16; SP infravision 60’, half damage from non-magical weapons, venom (1d3 Stamina plus Fort DC 15 or die), petrifying gaze (Reflex DC 15 averts; otherwise 1d3 Agility and Will DC 12 or turned to stone, petrified if Agility reaches 0); SV Fort +1, Ref +3, Will +0; AL C.

The interested reader might also enjoy the medusa from this post, which was based off of the work of the late great Ray Harryhausen for the original version of Clash of the Titans (1981), and which was featured in The Mysterious Valley in D.A.M.N. #1.

Harryhausen Medusa: Init +2; Atk Short bow +5 ranged (1d6 plus poison); AC 14; HD 2d8+4, HP 12; MV 40’; Act 2d20; SP petrifaction by gaze 1 target/round (Ref DC 12 to avoid) and any creature attempting to attack must make this save, poisoned arrows (Fort DC 10 or die), poisonous blood (1d6 damage by splash, Fort save DC 10 or die with greater contact); SV Fort +4, Ref +6, Will +8; AL C.

Finally, you may find my write-up for Euryale and the Un-dead Euryale to be or some interest, although that might be a bit farther afield than a strict conversion post should go.

 

 

 

Friday, 10 October 2025

Let’s Convert the Monster Manual: Lycanthropes and Giant Lynx

The DCC Annual covers lycanthropes pretty well, but there is a reasonable chance that some people don’t have that resource. The goal is converting the Monster Manual lycanthropes is to create single statblocks for each type rather than one for humanoid, one for animal, and one for half-human form. The judge simply picks the movement, attacks, action dice, and AC that is most appropriate to each given form.

The Cyclopedia of Common Animals was a big help in determining base animal stats to work with. Of course, the lycanthropic versions are somewhat better than natural animals. Giant rats are from page 424 of the core rulebook, and were used as a baseline here.

I threw in the giant lynx because it wasn’t any extra work and it finishes off the “L”s.

Werebear: Init +4; Atk bite +5 melee (1d6 plus lycanthropy) or claw +8 melee (1d6) or by weapon +6 melee (by weapon +4); AC 16 or 12; HD 7d8; MV 40’ or 30’; Act 2d20 or 1d20; SP maul (if both claws hit, 2d6 plus free bite attack), healing (up to 3 HD/day), enormous strength (+4 bonus in humanoid form), lycanthropy, half damage from non-silver or non-magical weapons; SV Fort +10; Ref +3; Will +8; AL C.

Although they want little to do with civilization as a rule, werebears are not usually hostile and may sometimes befriend travelers. They are capable of healing others by laying hands, healing up to 3 Hit Dice of damage each day without making a spell check. Werebears often have a good relationship with nearby animals, and use this ability to maintain it.

A humanoid bitten by a werebear must succeed in a Fort save (DC equals 10 + damage done) or contract lycanthropy, becoming themselves a werebear on the next full moon. Even in bear form, werebears are aware of this danger, and do not bite victims unless they intend to kill them.





Wereboar: Init +2; Atk bite +4 melee (1d6 plus disease and lycanthropy) or by weapon; AC 16 or 12; HD 5d8; MV 40’; Act 1d20; SP disease (Fort DC 10 or 1d3 Stamina damage), continue to fight for 2d4 rounds at 0 hp, lycanthropy, half damage from non-silver or non-magical weapons; SV Fort +6; Ref +2; Will +5; AL N.

Wereboars are not evil, but they are cantankerous and better left alone. A humanoid bitten by a wereboar must succeed in a Fort save (DC equals 10 + damage done) or contract lycanthropy, becoming themselves a wereboar on the next full moon. Wereboars can continue to fight at 0 hp even in human form.



Wererat: Init +4; Atk bite +2 melee (1d4+1 plus disease plus lycanthropy) or by weapon +1 melee (by weapon); AC 14 or 12; HD 2d6+4; MV 30’ or climb 20’; Act 1d20; SP disease (DC 7 Fort save or additional 1d6 damage), summon rat swarm, lycanthropy, half damage from non-silver or non-magical weapons; SV Fort +5, Ref +2, Will +2; AL L.


Wererats are most often encountered in half-changed form, where they can attack with weapons or bite. Groups of 4d6 members infest sewers, wharves, dungeons, and other places where rats (or giant rats) are common.

A wererat can summon a normal rat swarm (see core rulebook, p. 424), which arrives in 1d6+1 rounds, by using an action die. A humanoid bitten by a wererat must succeed in a Fort save (DC equals 10 + damage done) or contract lycanthropy, becoming themselves a wererat on the next full moon.

Weretiger: Init +5; Atk bite +5 melee (1d6) or claw +7 melee (1d4) or by weapon +5 melee (by weapon) or spell; AC 17 or 12; HD 6d8; MV 40’ or 30’; Act 3d20 or 1d20; SP camouflage +8, rake (2d4), spellcasting, lycanthropy, half damage from non-silver or non-magical weapons; SV Fort +5; Ref +7; Will +5; AL N.

If a weretiger in tiger form strikes the same target with both claws, it also rakes for an additional 2d4 damage. 50% of all weretigers are spellcasters in human or half-human form, having spells as a level 1d3+1 wizard with an Intelligence of 1d5+13. A humanoid bitten by a weretiger must succeed in a Fort save (DC equals 10 + damage done) or contract lycanthropy, becoming themselves a weretiger on the next full moon.

Werewolf: Init +5; Atk bite +8 melee (1d8+2) or by weapon; AC 16; HD 5d8; MV 40’ or 30’; Act 1d20; SP surprise +6, lycanthropy, half damage from non-silver or non-magical weapons; SV Fort +6, Ref +4, Will +5; AL C.


Werewolves are stealthy, gaining a +8 bonus to any opposed checks to surprise opponents. A humanoid bitten by a werewolf must succeed in a Fort save (DC equals 10 + damage done) or contract lycanthropy, becoming themselves a werewolf on the next full moon, and werewolves will bite victims they do not intend to kill just to pass lycanthropy on.

Giant Lynx: See the Cyclopediaof Common Animals for both common and giant varieties.



Saturday, 4 October 2025

Let’s Convert the Monster Manual: Lich, Lion, Giant Lizard, Lizard Man, Locathah, and Lurker Above

Here are some fun monsters to throw into your DCC game! I was tempted to call this post “Liches Need Stitches” because, of course, the lich has to be one of the most iconic monsters out there! My goal with it was to simplify creation of unique liches for your campaigns, but, of course, there is no really “wrong” way to deal with any of these beings!

Lions, giant lizards, and lizard men are all covered in the Cyclopediaof Common Animals or the core rulebook, but the Monster Manual offers some variety in giant lizards, which I have provided below.

I never used the locathah to my memory while I was running AD&D, and that is kind of a shame. These beings are the “humans” of underwater adventuring, in that they are not necessarily hostile, and not necessarily on your side. Of course, writing and running underwater adventures can be difficult, as one must keep all three dimensions in mind at all times.

Speaking of keeping all three dimensions in mind, we round out this post with the lurker above, which I hope I have made suitably deadly. Gary Gygax, in the Monster Manual, made this creature “uncommon”, and I have certainly used them, but I hope the second paragraph of my write-up elevated them beyond a mere “gotcha!” monster. Certainly, I have never had lurkers above appear as frequently as the Monster Manual suggests, which would make dungeon exploration a bit too hazardous for my tastes!

Anyway, here is some stuff for you to use in your games. I certainly intend to use all of these in my games, which is why I avoided using direct quotes from the Monster Manual in these write-ups! Some of these beings have already been placed in the ruined tunnels beneath Shanthopal….

Lich: Init +0; Atk Dagger +4 melee (1d4) or claw +2 melee (1d3 plus 1d4 cold) or spell; AC 13; HD 7d12; MV 20’; Act 1d20; SP un-dead, phylactery, spellcasting; SV Fort +4, Ref +0, Will +12; AL C.


Liches are powerful spellcasters who have extended their existence through un-death. These beings bind their life-force into a phylactery or similar charm. If this item is within 500 feet of the lich when it reaches 0 hp, it does not permanently die, but its intellect enters the phylactery, allowing the lich to reconstitute its body over 3d6 months no matter how utterly it was destroyed. True death requires both that the lich be reduced to 0 hp and the charm destroyed. For this reason, most liches keep their phylacteries nearby, but hidden or disguised, and have many false charms among their possessions to trick any who would destroy them.

In order to determine who a lich was in life, roll 1d12: (1-8) wizard, (9-11) elf, or (12) cleric. To determine level, roll 1d14: (1-7) 7th level, (8-11) 8th level, (12-13) 9th level, or (14) 10th level. Liches gain spells as though they have 18 Intelligence or Personality, as appropriate, with a Caster Level +4 bonus to their spell checks. They are unable to spellburn, but conversely can ignore spellburn requirements for those spell normally calling for mandatory spellburn. If a lich has a god, patron, or familiar, it is important to make these rationally match the lich’s transition to un-death.

Liches are unique individuals. When creating a lich, roll 1d8 on the following table 1d5-1 times, or use it to formulate unique powers of your own.

1. Lich’s claw attack also drains 1d3 XP from victim (Will DC 13 negates). If rolled more than once, bring the amount of XP drained up by +1d per additional roll, and increase the Will save DC by +2.

2. Lich is stronger than normal, having an additional 1d3 Hit Dice.

3. Lich gains an additional 1d20 action die which can be used to cast spells.

4. Lich is prophetic, and is able to make astoundingly accurate predictions. Lich gains a +6 bonus to Initiative and Reflex saves due to foreknowledge. If rolled more than once, increase these bonuses by +2 per additional roll.

5. Lich is noncorporeal (as a ghost). If rolled more than once, the lich can change from noncorporeal form to corporeal form (or vice verse) once each day per time it is rolled (including the first time).

6. Lich gains 1d3 x 10% magic resistance. Additional rolls can stack.

7. Lich is immune to non-magical weapons. If rolled more than once, the magical bonus needed to strike the lich increases by one step. I.e., +1 if rolled once, +2 if rolled twice, +3 if rolled three times, and +4 if rolled four times.

8. Lich has spell knowledge that can be imparted for a price. If rolled more than once, increase the number of secrets the lich can impart.

Lion: See the Cyclopediaof Common Animals for various lions, including the mountain lion and cave lion (referred to as a spotted lion in the Monster Manual).

Giant Lizard: See the core rulebook, page 420. The Monster Manual offers some specific giant lizards, which are converted below.

Giant Fire Lizard: Init -3; Atk bite +5 melee (3d4) or claw +4 melee (1d6) or breath weapon; AC 17; HD 8d8; MV 20’; Act 1d20; SP breath weapon (3/day, cone of fire 10’ long with a 5’ base), camouflage +10, immune to fire; SV Fort +2, Ref -2, Will -2; AL N.

Proto-dragons, these creatures instinctively collect shiny objects, including coins and gems. They sleep roughly half the time, but are ravenously hungry when awake.

Giant Minotaur Lizard: Init -3; Atk bite +5 melee (3d6) or claw +3 melee (1d8); AC 17; HD 5d8; MV 30’; Act 3d20; SP grabbing bite (DC 10 Reflex negates), camouflage +6; SV Fort +5, Ref -4, Will -2; AL N.

This truly enormous lizard (at 2d10+30 feet long) is large enough that its bite can grab a human-sized creature unless it succeeds in a DC 10 Reflex save, preventing the creature from taking its next action and allowing the minotaur lizard to automatically bite it on the next round (which requires a new save or the target remains in the lizard’s mouth).

Minotaur lizards can carry away victims caught in their mouths, and will do so if possible.

Giant Subterranean Lizard: Init +2; Atk bite +5 melee (3d4); AC 16; HD 3d8; MV 50’ or climb 50’; Act 1d20; SP infravision 120’, camouflage +8; SV Fort +1, Ref +4, Will -2; AL N.

The giant subterranean lizard can run along walls or ceilings as easily as it can run on the ground.

Lizard Man: See the core rulebook, page 420.

Locathah: Init +2; Atk by weapon +0 melee (by weapon); AC 14; HD 2d6; MV 30’ or swim 40’; Act 1d20; SP water-breathing; SV Fort +1, Ref +2, Will +0; AL N.

These pale yellow humanoid fish are not necessarily hostile, and sometimes trade with land-dwelling humanoids. They are generally nomadic, but maintain carved coral “castles” along their travel routes, allowing them to rest at time in comparative safety. Because they live underwater, their weapons are typically spear, tridents, and similar thrusting weapons which work well in that environment.

A typical band of locathah numbers (1d4 x 10) + 1d10 members. Every band has a leader with 4 Hit Dice, and for every 10 locathah in a band, there will also be one with 3 Hit Dice. A “castle” is usually inhabited by 1d4+1 times this number, and has a 6 Hit Die leader with one 5 Hit Die lieutenant per 100 locathah.

These creatures have no special ability to communicate with undersea life, but they are clever, and are able to use marine life for their protection either by training certain individuals or by creating suitable environments for desired creatures to dwell. 


See the Cyclopedia of Common Animals for creatures the locathah may use.

Lurker Above: Init +0; Atk wrap +6 melee (smother); AC 14; HD 10d8; MV 1’ or fly 20’; Act 1d20; SP wrap, smother (1d6 per round), camouflage +10; SV Fort +8, Ref -4, Will +0; AL N.

This terrible creature somewhat resembles a flat manta ray which covers a 20 foot square space. It underside resembles a stone ceiling, allowing the lurker above to remain motionless and wait for prey to enter its area, often achieving surprise when the first creature reaches the center below the area where it waits. The lurker above then drops, making a single attack roll against all creatures in its area. Those which are hit are wrapped tight, taking 1d6 damage each round thereafter, and helpless to act (unless the action is purely mental). A DC 30 Strength check will allow a creature to escape, and an unwrapped character who makes a Mighty Deed of 6+ made for that purpose can effect the escape of a trapped victim.

Lurkers above have no mouths. Rather, they digest the organic remains of their victims while they are wrapped – a process that takes 1d6+2 days and leaves non-organic weapons, armor, etc., pitted with the creature’s digestive enzymes. These leavings may hint at the presence of a lurker above, and it is even possible to encounter the creature while digesting other victims!



Saturday, 27 September 2025

Who's Got The Cards?

 

Tired of politics being unfun?

Wondering what all these distractions are really about?

Replace the tension at the table with laughter!

Who's Got the Cards? is a fast game of political

manuvering for 2-5 players.


We may live in dark times, but that doesn't mean we can't play some fun games while Rome burns! 

My brother-in-law invented this fun cardgame, which will be going on a short kickstarter game soon. The cards have been designed, the rules are written, and this is as low-risk as crowdfunding gets.

More information here.

Let’s Convert the Monster Manual: Lamia, Lammasu, Lamprey, Larva, Giant Leech, Leopard, Leprechaun, and Leucrotta


This post is a bit longer than the last one. Reaching “L” we are into some interesting, yet-to-be-done monsters again.

Today’s monsters are all classics, and most of them are ones I’ve used “back in the day”. The Monster Manual version of leprechauns in particular, though, was one that I never really cared for – it had too much in common with the game’s wargaming roots and not enough similarity to folklore.

The lammasu is Sumerian/Assyrian, and I will try to pull from mythology in my conversion. The mythological lamassu has a bull’s body (like the Monster Manual shedu), while the Monster Manual version has a lion’s body. It is, in fact, the same creature, so I will have some decisions to make when I reach “Shedu” in these conversions.

The leucrotta is similarly mythological, and described in old bestiaries. This should allow an interpretation which can be used later in my own monster book.

I already did a direct conversion of the Monster Manual lamia for this post, and it is here that we begin….

Lamia: Init +5; Atk Dagger +4 melee (1d4+2) or touch +2 melee (1d3 Personality drain); AC 17; HD 7d8; MV 40’; Act 1d20; SP Spellcasting (+7 spell check: charm person, ESP, and forget), Personality drain; SV Fort +5, Ref +3, Will +6; AL C.

Lamias prefer to dwell in deserts — in ruined cities, caves, or the like. Their upper torso, arms, and head resemble a human female, while their lower body is that of a beast. They are able to cast spells like a wizard, and typically use these to lure victims to them. The lamia’s touch (in combat or otherwise) drains 1d3 Personality (Will DC 15 to negate; 1 point is permanent on a natural 1). If a victim’s Personality falls to 3 or lower, they willingly do whatever the lamia tells them to do.

Lamias first drain their prey of blood and then feast upon their flesh.

An alternative version of the lamia, more in tune with Greek myth, occurred here, and is reproduced below for your reference:

Lamia: Init +2; Atk tail grapple +4 melee (1d6+2); AC 14; HD 6d8; hp 30; MV 30’; Act 2d20; SP Charming gaze, constrict, kiss, death throes; SV Fort +4, Ref +6, Will +4; AL C.

A beautiful woman from the waist upwards, and an enormous serpent from the waist down, Lamia was transformed by the jealous goddess Thera to her present state after Lamia bore the hero Aclueus by the goddess’s husband, Xanxes. Lamia was forced to devour her mortal children, and cursed with a great craving for the lives of the young. It is also her desire to inflict revenge upon all men, and especially upon Xanxes and Thera, their priests, and their followers.

Lamia can charm another with her gaze, using an Action Die. Her victim must succeed in a Will save (DC 12) or do nothing on his next initiative except move in a straight line towards Lamia at his best speed. Lamia cannot charm adult women, although she can charm girls below the age of 10, and males of all ages.

When Lamia makes a successful grapple with her tail, she thereafter constricts for 1d6+2 damage each round thereafter until either she or her victim are dead, or her victim succeeds in a DC 15 Strength check. Lamia can kiss a willing victim automatically, or a grappled victim with a successful attack roll. Each kiss causes 1d3 points of Strength damage.

When Lamia is reduced to 0 hp, a swarm of venomous serpents issues forth from her wounds, and forms from her spilled blood. These serpents attack everyone in a 20’ radius for 1d3+1 rounds, and then the swarm disperses. Each remaining hit point the swarm possess when dispersed indicates a surviving serpent, and each of these serpents becomes a member of the Brood of Lamia.

Venomous serpent swarm: Init +4; Atk swarming bite +3 melee (1d3 plus poison); AC 12; HD 6d8; MV 30’; Act special; SP swarm traits, poison, transformation; SV Fort +3, Ref +5, Will +0; AL C.

The poison of these serpents does 1d3 damage, with a Fort save (DC 10) to avoid 1d3 Strength damage as well. Each of these serpents grows into a brood-born of Lamia over a period of 1d12 months.

Brood-born of Lamia: Init +2; Atk tail grapple +2 melee (1d4+2) or spit venom +3 ranged (poison); AC 12; HD 2d8; MV 30’; Act 1d20; SP Spit venom, constrict, kiss, death throes, transformation; SV Fort +2, Ref +3, Will +2; AL C.

Any serpent that survives from the venomous serpent swarm becomes a brood-born of Lamia. This creature resembles her progenitor, but is clearly reptilian even in her upper extremities. Her scaled head is crowned with a frilled crest rather than hair, and her unblinking eyes are incapable of charming anyone. Like Lamia, though, the brood-born can constrict with a successful attack, doing automatic damage each round (Strength DC 12 escapes grapple).

The brood-born can also spit a stream of venom in a line up to 10’ long. Those who come into contact with this venom must succeed in a DC 15 Fort save or take 1d5 points of Strength damage (1 point on a successful save).

When a brood-born is slain, it loses all of its human features, becoming nothing more than an enormous frilled serpent. When only one brood-born remains, it goes through a transformation lasting 1d24 hours, during which it sheds its skin to become the reborn Lamia. During the transformation, the brood-born has only a 1d16 Action Die. Afterwards, it has the full powers, as well as all of the memories, of the original Lamia.

The only ways to truly end the threat of Lamia are to destroy all of the venomous serpents before they can transform into brood-born, or to destroy the last brood-born before she can become the reborn Lamia.

Lamassu: Init +4; Atk trample +4 melee (1d8+3) or spell; AC 16; HD 5d6+10; MV 40’ or fly 80’; Act 1d20; SP 30% magic resistance, spellcasting (+12 to spell check): spells (1st) blessing, comprehend languages, detect evil, detect magic, food of the gods, holy sanctuary, magic shield, protection from evil, second sight, sleep, (2nd) banish, neutralize poison or disease, and restore vitality; SV Fort +8; Ref +6; Will +18; AL L.

With human-like faces, the bodies of bulls, and giant eagle wings, the lamassu act as messengers for celestial gods. They sometimes protect travelers of good heart who wander in desert and broken lands. In places where lamassu are sometimes found, mortals often carve them on or around doorways for protection, and ritual castings of ward portal or holy sanctuary may include burying fired clay tablets bearing the lamassu’s image. The efficacy of such measures is up to the judge, but it is not unknown for lamassu to protect lawful temples in arid lands, or to come to the aid of the devout.

In addition to its formidable spell-casting abilities, spells and similar magics have a 30% chance of not affecting a lamassu at all (roll before any applicable save). This means lamassu can often ignore magical protections (including those which reduce damage done to foes) or even walk through walls of magical force. This chance is only rolled once per spell, rather than for each interaction with a persistent spell. Note that this resistance does not protect lamassu from secondary effects of spells, such as the attacks of summoned creatures or the collapse of a shattered wall.

Lamprey: See the Cyclopediaof Common Animals for both lamprey swarms and giant lampreys.


Larva: Init +0; Atk bite -1 melee (1d4+1); AC 13; HD 1d6; MV 10’; Act 1d20;; SV Fort +2, Ref -2, Will +0; AL C.


The most selfishly evil souls who sink to the infernal planes after death, larvae appear as human-sized sickly yellow worms with distorted human faces. Those who knew a larva in life can still recognize their features in death, although the larva itself frequently (60%) does not remember its mortal existence.

Larvae are a traded commodity on the Demon Worlds, Hell Planes, and other infernal regions. They are used to form various minor demons and devils, such as imps and quasits, and some liches employ their essence in order to retain their un-dead status and powers. Finally, larvae are sometimes used for nothing more glamorous than food.

Giant Leech: See the Cyclopedia of Common Animals for both leech swarms and giant leeches. See the core rulebook, page 420, for colossal leeches.


Leopard: See the Cyclopedia of Common Animals.  Also included are the clouded leopard and snow leopard.

Leprechaun: Init +6; Atk none; AC 15; HD 1d6; MV 30’; Act 1d20; SP invisible at will, illusions, bound to word, supernatural treasure; SV Fort +0; Ref +8; Will +10; AL C.


Solitary fey appearing no more than a foot high, leprechauns are often encountered as fairy cobblers, and they can make any sort of footwear quickly and well. At the judge’s discretion, they can make magical shoes and boots which can give bonuses to stealth, feather fall if needed, and so on, and a leprechaun who is friendly with a mortal may gift them with such accoutrements.

Leprechauns are best known, perhaps, as the keepers of fairy gold, and often (75%) know the location of a hidden cache worth 1d4 x 100 gp. Such fairy gold cannot be found without the leprechaun’s help – even the sensitive noses of dwarves cannot sniff it out – but a captured leprechaun is bound by his word, so that hopeful treasure-seekers may seek to capture these fey in order to gain their gold. A leprechaun is tricky, however, and can create illusions at will, which seem real until interacted with. A would-be treasure hunter who learns a leprechaun’s treasure is buried under a tree in a field may return to discover a thousand identical trees.

Leucrotta: Init +4; Atk bite +4 melee (1d6 plus grip and drag); AC 15; HD 5d8; MV 40’; Act 1d20; SP mimic, eerie knowledge, grip and drag, stealth +6; SV Fort +5, Ref +2, Will +6; AL C.

This large carnivore is similar to a hyena, but it is as large as a small horse and has human intelligence and cunning. A leucrotta can mimic humanoid voices perfectly, and is able to sound like specific individuals. It calls potential victims by name to lure them away from the safety of walls or campfire. In fact, leucrottas possess eerie knowledge allowing them to know the names of their desired victims, as well as the details needed to lure them into danger.

If a leucrotta succeeds in a bite attack, it does not let go, but instead pulls its victim off to kill and devour at its leisure. It requires a DC 19 Strength check to prevent the creature from pulling its victim away, and a DC 24 Strength check to actually get free from the locked jaws.

Leucrottas can not only mimic voices, but they can mimic sounds, such as a baby crying or gold coins clinking together. They can use this power to speak with other beings if they so choose, and the creatures know all mortal languages. If a deal can be struck, a wizard may gain information from a leucrotta’s eerie knowledge, but the price is often higher than the wizard desires to pay, for leucrottas are cunning and know what any would-be bargainer can afford to pay. The creatures seem to live to cause chaos and pain; any bargain they make will be for this purpose.

A dead leucrotta’s eyes are as hard as gemstones, appearing like striped cat’s eye gemstones and worth 1d20+15 gp each. If consumed when casting a divinatory spell, such as second sight, each eye grants a +2 bonus to the spell check. This destroys the eye gems, and may be the source of the leucrotta’s eerie knowledge when alive.

Friday, 19 September 2025

Let’s Convert the Monster Manual: Jackal, Jackalwere, Jaguar, Ki-rin, and Kobold

This post is short, but it covers both “J” and “K”. It is short because, where the Cyclopedia of Common Animals didn’t cover an entry, the core rulebook did, with only one exception. If that makes this seem like one giant advertisement for the Cyclopedia of Common Animals, I guess that, in a way, it is. With over 500 statblocks, that book is obviously going to cover a lot of ground,

The Cyclopedia of Common Animals and the Cyclopedia Domestica are supposed to be complimentary works. 

The Cyclopedia Domestica contains information on various domesticated animals in a small zine-sized booklet, suitable for use at the gaming table. It contains most of the animals your PCs are likely to gain from their occupations or own during their adventuring careers, assuming a vaguely Western European setting. If you need quick stats for a goat, or pig, or hen, this book covers you. It includes over a dozen breeds of dogs, info for falcons, and so on.

The Cyclopedia of Common Animals reproduces the information found in the Cyclopedia Domestica, but it adds many more animals, as well as a lot of suggestions for using them. While it is primarily a judge-facing work focused on world-building and adventure design, it is also a godsend if your wizard or elf winds up with animal summoning. Importantly, permission is granted to use up to 20 (!) of these creatures in any product approved to use the Goodman Games DCC compatibility logo. Which means, you don't need to figure out how to stat up a giant gila monster, reindeer, conger eel, or hippopotamus if you don't want to. 

Jackal: See the Cyclopediaof Common Animals.

Jackalwere: The chaos jackal in the Cyclopedia of Common Animals provides options to replace this creature.

Jaguar: See the Cyclopediaof Common Animals.

Ki-rin: Init +6; Atk tail hoof +7 melee (1d4+4) or horn +5 melee (3d6) or spell; AC 25; HD 12d8; MV 60’ or fly 120’; Act 3d20; SP telepathy 240’, 90% magic resistance, planar travel, spellcasting (as 7th level cleric, +10 to spell checks); SV Fort +8, Ref +10, Will +14; AL L.

These unicorn-like creatures dwell amongst the clouds and behind the winds, with their hooves seldom touching the Fields We Know. Although they will sometimes aid good-hearted humanoids if the need to combat evil is great. They can travel the planes at will, and are sometimes encountered wandering the ether or phlogiston. There is a 90% chance of any magic targeting or touched by a ki-rin failing, and this chance is rolled before any applicable saving throws.

The coat of a ki-rin is luminous gold, much as a sunrise on a clear day. Its mane and tail are darker gold. Its horn and hooves are golden pink. Its eyes are violet. The skin of this creature is worth 25,000 gp if it is perfectly intact.

Kobold: See the core rulebook, page 419.

Saturday, 13 September 2025

Let’s Convert the Monster Manual: Imp, Intellect Devourer, Invisible Stalker, Irish Deer, and Ixitxachitl

It takes a bit of hubris to come up with DCC stats for imps, as an imp was included in the initial printing of the core rulebook, but not as part of the Cyclopedia of Creatures Monstrous and Mundane. It appeared instead in The Infernal Crucible of Sezrekan the Mad by Harley Stroh, which has since been replaced in later printings. This same imp has been the basis for every other Goodman Games DCC imp, whether for a new adventure or for a conversion.

On the other hand, not all judges have the resources (i.e., the stupidly large library of adventures coupled with knowing which adventures include which monsters) to simply look these up. So I am going to create a usable imp without referencing the existing work, but I will also urge you to consider this as a secondary statblock at best. On the other hand, “Make Monsters Mysterious” allows you to use both!

In Ye Olden Days, when I just had the Dungeon Master’s Guide to reference, and the Monster Manual was still on my wish list, I had a very different idea of what an “invisible stalker” was. The invisible companion spell covers the Monster Manual version very well. What you are getting here is, to the best of my memory, what I envisioned.

Imp: Init +3; Atk tail sting +2 melee (1d4 plus venom); AC 18; HD 2d12; MV 20’ or fly 60’; Act 1d20; SP venom (1d4 Stamina damage plus DC 13 Fort or 3d6 damage), alternate shape, regenerate 1/round, detect magic 120’, invisible at will, familiar; SV Fort +1, Ref +5, Will +4; AL L.


These devilkin are found in the Hells, but are occasionally sent to the Lands We Know in order to spread evil among mortal beings. In its own form, an imp appears as a winged diabolical humanoid, about two feet tall, with a venomous sting on its tail, but each imp can also take on 1d3 of the following shapes, using appropriate AC, attacks, and saves when in that shape: (1) large spider, (2) raven, (3) giant rat, or (4) goat.

Regardless of form, an imp regenerates 1 hit point per round (but is dispelled and return to Hell at 0 hp), can become invisible at will, and detects magic at a range of 120’. An imp can bond with a cleric, wizard, or elf in a manner similar to a diabolic familiar, and with the exception of the statistics above is otherwise treated as such once bonded. No find familiar spell is required, jus an agreement between the two parties which consigns the master’s soul to Hell upon their death.

Intellect Devourer: Init +2; Atk claw +3 melee (1d4) or psychic attack; AC 16; HD 6d8; MV 40’; Act 4d20; SP psychic attack (1d4 Intelligence and Personality damage, Will DC 16 negates), consume thoughts, sense psychic energy 60’, possession, stealth +14, immunity to most weapons and physical magic, electrical vulnerability, light vulnerability, planar awareness and travel; SV Fort +4, Ref +2, Will +8; AL C.

These horrid creatures are little more than human-sized brains which have four clawed appendages for locomotion. They subsist off of the psychic emanations of their prey, either through psychic attacks or by consuming the dying thoughts of opponents reduced to 0 hp. Because they consume thoughts, any creature brought to 0 hp by an intellect devourer which survives has its Intelligence and Personality lowered to 3 (this heals normally as the mind recovers). An intellect devourer may only make a single psychic attack against any given creature once each round.

Worse, intellect devourers are immune to most weapons and magical attacks. Magical weapons do their bonus damage only (i.e., a +3 weapon does 3 hp damage) plus any damage from Mighty Deeds or critical hits. Magic normally causing physical damage sloughs off intellect devourers without effect, save electricity-based spells or attack, which cause only the minimum possible damage. Magic which affects the mind (including protection from evil) affects intellect devourers normally.

If a creature uses psychic energy within 60’ of an intellect devourer (which includes mind-affecting spells, psionic powers, and mental mutations) the monster awakens from its semi-dormant state and begins to stalk its victim. An intellect devourer seeks to get its victim alone, and, if it manages to reduce the victim’s Intelligence or Personality to 0, it can possess its victim’s body. It then pretends to be its original victim, and seeks new victims. No matter how far an intellect devourer is from its original body it can return with one round of concentration, leaving its victim permanently impaired unless magic is used to restore the lost Intelligence and Personality.

(If a victim is reduced to 0 Intelligence or Personality, and an intellect devourer is prevented from possessing it, the attribute damage heals normally. Once possession has occurred, it is permanent.)

Bright light causes intellect devourers intense pain, although they are not hurt from it, and the creatures flee from light sources brighter than a lantern. Magic which could not otherwise hurt an intellect devourer but which causes bright light (such as color spray or fireball) forced the monster to succeed in a morale check or flee. An aversion to bright light remains in possessed victims, which sometimes gives an intellect devourer away.

Because of this aversion, intellect devourers are only found dwelling deep beneath the ground or in dark and dismal lairs in the wilderness. Their awareness extends to the astral and ethereal planes, and intellect devourers often roam these places in search of prey.

Invisible Stalker: Init +4; Atk bite +2 melee (4d4); AC 17; HD 4d8; MV 30’; Act 1d20; SP invisible, +10 stealth, 30% magic resistance, death throes; SV Fort +4, Ref +8, Will +3; AL N.

This terrible creature is sometimes found lairing in dungeons or ruins, but those misfortunate enough to encounter it seldom know for certain what it is they encountered. For those who can see it, this creature looks like a great cat, 8 feet long, with an oversized maw.

Invisible stalkers are often unaffected by magic (roll this chance before any applicable saving throw), allowing them to potentially ignore spells (including detect invisible and similar spells) and pass through magical barriers with ease. Because of their stealth and their invisibility, they can often gain a surprise round, and enjoy toying with their prey by attacking and withdrawing, much as a cat might allow a mouse some temporary reprieve.

When an invisible stalker is slain, its body evaporates into the ether, leaving nothing behind to hint at its physical form.

Irish Deer: See the Cyclopedia of Common Animals.

Ixitxachitl: See the entry for manta rays in the Cyclopedia of Common Animals for a substitute for this monster.

Tuesday, 9 September 2025

Print versions of the Cyclopedia of Common Animals

Well, I finally got my proofs and approved them. For those who are interested, print versions are now available.

Both softcover and hardcover versions are ready. If you need stats for anything from an aardvark to a zebu, this is your chance. 

With over 500 statblocks, rules for rabies and malaria, and such animals as the sun bear, caimen, galapagos tortoise, and shrew (to pick a few at random), this work is sure to contain something for everyone!

Get It Here!