Thursday, 20 November 2025

Let’s Convert the Monster Manual: All the “O”s” Ochre Jelly, Giant Octopus, Ogre, Ogre Mage, Orc, Giant Otter, Otyugh, Giant Owl, and Owlbear

Clearing up the “O”s is a relatively simple task, because many of these creatures are either covered in the core rulebook or the Cyclopedia of Common Animals. Ochre jellies are easily built off of the primeval slime on pages 423-424 of the core rulebook, and otyughs were converted long ago in a previous blog post. This left only the ogre magi as requiring any real work, and these were a fairly simple monster to convert, even if my version may differ from that in the Monster Manual. I expect that I may wish to convert the monsters from Oriental Adventures in an upcoming series of posts, and I have no desire to upstage the oni.

This post includes a lot of great monsters, which I have used many times, although most of them are already converted in the core rulebook or the Cyclopedia of Common Animals. Perhaps, then, this is a reminder to make use of them.

Of the monsters actually converted in this post, I have used them all, although I have only used ogre magi when they appeared in published modules. My description of ochre jellies describes my usual experience – they add flavor, but are easily avoided. The fact that I had already converted the otyugh is a testament to how disgustingly cool a creature they are. I have not used them often, but when they show up it is generally to good effect.

Ochre Jelly: Init (always last); Atk pseudopod +4 melee (1d4  plus 1d6 acidic touch); AC 10; HD 2d8; MV 5’, climb 5’; Act 1d20; SP acidic touch, half damage from slicing and piercing weapons, electrical attacks split into two equal jellies (no damage); SV Fort +6, Ref -8, Will -6; AL N.

Ochre jellies are amoeboid monsters which move slowly around subterranean passages, dissolving and consuming what tissues they can. Although they are tougher than most primeval slimes, having two Hit Dice although only about 5’ in diameter, they are not a great danger to most living creatures. Ochre jellies are not especially difficult to spot, and most creatures can move faster than they can. Often, they are only dangerous if adventurers accidently flee into one, or if they are trapped in a dead-end passage as an ochre jelly approaches.

Ochre jellies have the unusual property of dividing into two equal jellies, each with all the hit points and abilities of the original, if struck by an electrical attack. This does no damage to the jelly.

Giant Octopus: See the Cyclopedia of Common Animals.

Ogre: See the core rulebook, page 422.

Ogre Mage: Init +0; Atk giant spear +6 melee (1d8+4) or blow +4 melee (1d3+4) or spell; AC 16; HD 5d12+5; MV 40’; Act 1d20; SP spellcasting (+6 spell check): Spells: (1 st) Charm person, darkness, detect magic, magic shield, sleep, (2nd) fire resistance, invisibility, (3rd) fly; SV Fort +7, Ref +2, Will +7; AL C.

These creatures hail from the eastern lands. More intelligent by far that the common ogre, and related to the oni of the east, these being travel about in small groups, seeking to spread their influence by commanding lesser creatures to do their will. Ogre magi seek slaves wherever they go. Although most (80%) have a long horn growing from the center of their foreheads, this is not used for combat. Of the remaining 20%, half have two horn and half no horns at all.

Orc: See the core rulebook, page 423.

Giant Otter: See the Cyclopedia of Common Animals.

Otyugh: Init +1; Atk tentacle blow +6 melee (1d8+3) or tentacle entangle +4 melee (1d3 plus entangle) or bite +5 melee (1d12 plus disease); AC 16; HD 8d8+16; MV 20’; Act 2d20; SP surprise, entwine, constrict, draw closer, disease, ½ damage from bludgeoning weapons, immune to disease and poisons, infravision 120’; SV Fort +12, Ref +4, Will +4; AL C.

Evolved Otyugh: Init +3; Atk tentacle blow +5 melee (1d6+1) or tentacle entangle +2 melee (1d3 plus entangle) or bite +3 melee (1d8 plus disease); AC 15; HD 6d8+12; MV 30’; Act 2d20; SP surprise, entwine, constrict, draw closer, disease, ½ damage from bludgeoning weapons, immune to disease and poisons, infravision 120’; SV Fort +9, Ref +5, Will +8; AL C.

Deep beneath the city, where the offal from the sewers collects in deep pits, dwell the dreaded otyughs. These creatures have three stumpy legs and three tentacles protruding from an oozing mass of diseased flesh. Two of the tentacles are long, ending in spiked paddles that can strike or entwine other creatures. The third tentacle has been modified to support two eyes, allowing the otyugh to see while submerged in the odious contents of its lair. Its central body has a huge mouth with sharp fangs capable of delivering deadly bites. Even if the victim should survive, they may succumb to disease thereafter.

A concealed otyugh automatically gains surprise unless looked for, and even then it gains surprise on a 5 in 7 chance.

When it makes a tentacle attack, it can reach up to 15’ away. The otyugh must determine if it wishes to attempt a blow or to entwine prey – a blow does more damage, but entwined prey takes 1d4 constriction damage each round and can be drawn 5’ closer. A DC 10 Strength check prevents the otyugh from drawing its prey nearer during any given round; if the check result is 15+, the victim escapes. This check is not free; it requires using an action die.

Anyone bit by the otyugh’s filthy maw must make a DC 15 Fort save or suffer 1d3 points of Stamina damage. Thereafter, even if the initial save succeeded, the victim must make an additional DC 10 Fort save each minute or suffer an additional 1 point of Stamina damage. This condition lasts until magically healed, three consecutive saves are successful (including the initial save), or the victim is dead.

Otyughs do not eat freshly killed prey. Instead, they allow bodies to rot for 3d3 weeks before they are fit for consumption. Because of their rubbery hide, they take only half damage from bludgeoning weapons. Their bodies are about 8’ in diameter.

There are persistent rumors of evolved, or neo-otyughs, smaller but smarter than their more common kin. It is possible to speak to, and bargain with, these beings. They often know much about the area they live in – be it a sewer system or a dungeon – and want nothing more than new and interesting carrion and fasces in return.

Don’t ask. The life of an otyugh, evolved or otherwise, is not something most humanoids would wish for.

From this post.

Giant Owl: See the Cyclopedia of Common Animals.

Owlbear: See the core rulebook, page 423.

Thursday, 13 November 2025

Let’s Convert the Monster Manual: Night Hag, Nightmare, Nixie, and Nymph

This post finished off the “N”s, and was done entirely without reference to the Monster Manual due to the folkloric nature of the creatures herein. I feel a bit strongly about getting creatures like this “right”, and I hope that I have succeeded at least in part.

My write up for nymphs is from an early blog post where I was translating materials written for my own fantasy heartbreaker to DCC. I noticed a few holdovers from that earlier ruleset, which I have corrected here.

Night Hag: Init +0; Atk claw +3 melee (1d3+3) or bite +1 melee (1d4); AC 15; HD 7d12; MV 20’; Act 2d20; SP astral projection (Stamina drain, non-corporeal), immune to fire and cold; SV Fort +6, Ref +0, Will +7; AL C.

These loathsome creatures dwell in the demonic planes, but they can project their astral forms into the Lands We Know, where they drain the life from living folk as they sleep. A projected night hag is incorporeal, and can only be affected by magic weapons or spells. She squats upon a sleeper, who suffers 1d3 Stamina each night they are “hag-ridden”, while suffering debilitating nightmares which prevent spell recovery or healing. A night hag will “ride” the same victim, night after night, until they reach 0 Stamina, lapse into a coma, and, if not restored to at least 1 Stamina, die after 1d3 more nights.

The astral form of a night hag is incorporeal and invisible. On her own plane, and to those who can see her (including the victims in their night terrors), a night hag is obviously non-human, as large as an ogre, with sharp teeth, pointed ears, and sometimes (10% chance) small goat-like horn buds. If a night hag is driven off, her victim gains the normal benefits of sleep and doesn’t suffer Stamina loss that night. Disrupting a night hag is not enough; if it is engaged in combat but the assailants retreat, the night hag can continue her nocturnal activities. Lost Stamina heals normally once the victim is no longer being affected by the night hag.

A night hag reduced to 0 hp while in her astral form is not slain, but is forced to return to her material body in the demonic planes and remain there for 666 days.



Nightmare: Init +1; Atk flaming hoof +6 melee (1d6+3 plus fire damage) or bite +4 melee (1d3 plus fire damage) or breath weapon; AC 15; HD 6d8; MV 60’ or fly 60’; Act 2d20; SP breath weapon (gout of flame, 10’ diameter, 2d6 damage, DC 13 Reflex for half), fire damage (1d6 plus DC 10 Reflex or catch fire), immune to fire, cold vulnerability (x2 damage); SV Fort +7, Ref +5, Will +4; AL C.


These horses come from the hell planes, and are used as steeds by various fiendish beings. Coal black, with flaming eyes and hooves, they are the size of large warhorses, hot to the touch, and able to run on air as easily as they do on land.

Nixie: Init +3; Atk bite +0 melee (1d3) or charm or drown; AC 13; HD 2d6; MV 20’ or swim 40’; SP shapechange, charm, drown, take lovers, iron vulnerability (x2 damage); Act 1d20; SV Fort +1, Ref +3, Will +2; AL C.

Water spirits which appear humanoid in their natural form, nixies always have something animalistic about them, and their clothing always appears to be damp or wet in some part. Shapeshifters, they can appear as serpents, fish, and other creatures associated with river and lakes. Whatever appearance they take, it does not affect their statistics – a nixie in fish form can walk upon the land, and one in serpent form will is never venomous.

Nixies are only found in fresh water, although they can be found both in clear rivers and stagnant pools. Rarely, nixies can even be found in subterranean lakes and streams. Some may be helpful and good, but many wish nothing more than to lure mortals into the water and drown them.

A nixie can charm mortals able to see or hear it (as charm person with a +5 spell check), using songs or the lure of their bodies to do so – that huge trout you know you could catch if you waded into the stream could well be a nixie. Those charmed by a nixie willingly enter the water where, once they have reached sufficient depth, the nixie attempts to drown them. For every opposed Strength check (vs. +2) that the nixie wins, the victim takes 1d4 temporary Stamina damage from drowning, and dies at 0 Stamina. Multiple nixies may attempt to drown the same victim, and each additional nixie beyond the first adds their +2 bonus to the opposed Strength check. Should a victim win free, this Stamina damage heals with 10 minutes of unobstructed breathing.

Occasionally, nixies take mortal lovers. A victim with a 16 or better Personality who reaches 0 Stamina due to drowning may attempt a Luck check. If successful, the victim does not die, but is instead returned unharmed after a period of time. Roll 1d7 plus Luck modifier: (1 or less) 1d20 years, (2) 1d5 years, (3) 1d3 years, (4) 1d12 months, (5) 1d5 weeks, (6) 1d8 days, or (7+) 1d30 hours.

Nymph: Init +3; Atk spear +2 melee (1d6) or short bow +6 ranged (1d6); AC 14; HD 1d8; MV 40’; Act 1d20; SP untiring, supernatural allure, blinding, merge with nature; SV Fort +4 , Ref +8, Will +7; AL variable (often N or C).

Divine Nymph: Init +5; Atk spear +4 melee (1d6+2) or short bow +8 ranged (1d6); AC 16; HD 5d8; MV 50’; Act 1d20; SP untiring, supernatural allure, blinding, cause death, merge with nature; SV Fort +8 , Ref +12, Will +14; AL variable (often N or C).

Nymphs are nature spirits that take the form of impossibly beautiful young women.  They may have some inhuman features, such as pointed ears or unusual hair, eye, or skin tones.  They are tied into some natural site or phenomenon, or exist as the entourage of a mortal incarnation of a deity or powerful cleric.  Thus, there might be a Nymph of the Crystal Grotto, Nymphs of Springtime, Nymphs of the Darkwine River, and so on. 

Nymphs enjoy hunting and other sports.  They are noted for their skill with spear and bow.  Some 25% of encounters with nymphs will include 1d6 hunting dogs per nymph (as mastiff, the Cyclopedia of Common Animals, p. 46).

Many nymphs seem to enjoy mortal company.  Most nymphs limit this company to the presence of women, whom they allow to join in their sports, but 20% of all nymphs are also interested in taking comely mortals – both male and female – as paramours.  Nymphs can bear children with mortal lovers.  Such children gain a +2 bonus to Personality and a +1 bonus to Agility, but are otherwise treated as mortals of their race.  They may have other visible signs of their fey ancestry, based upon their mother’s appearance.

Nymphs prefer to pursue rather than to be pursued, and run away when approached by amorous satyrs and men.  When a nymph runs, she is untiring, able to run at full speed for six hours without a break.  It is difficult for any creature to harm a nymph due to her supernatural allure.  A DC 15 Will save is required to target a nymph with any attack, although once this save succeeds once, the attacker cannot be affected by the nymph’s allure again that day.  As a final method of outwitting pursuit, a nymph may merge with nature as an action, becoming reeds, an island, stalks of grain, or anything else appropriate to the area.  A nymph must succeed in a DC 20 Will save to merge with nature, and this merger is permanent.

Nymphs who are tied into a particular time, such as a season or a time of day, are only present in the material world during that time.  It is as though the intervening time did not exist for the nymph.  Thus, the last day of autumn of one year, and the first day of autumn the next year, are sequential days for an autumnal nymph.  If the nymph has a mortal paramour, she can choose either to take them with her (so that they age one year for every four, from the perspective of a mortal creature of the material plane), or not, so that they can act in the world throughout the year, but seems to age swiftly before her eyes.

Nymphs may have 1d5 class levels as (roll 1d5) (1-2) a warrior or (3-5) a wizard.

Divine Nymph: Roughly 15% of all nymphs have divine blood.  These nymphs can immediately blind any mortal being who sees them without using an action (Reflexes or Will DC 20 negates).  If a divine nymph is viewed by a mortal while disrobed, she can cause them to die (Reflexes or Will DC 15 negates).  A divine nymph may have 1d7 class levels as a (roll 1d7) (1) cleric, (2-3) thief, (4-5) warrior, or (6-7) wizard.

From this post.

Tuesday, 11 November 2025

Get Your Gods Here!

 

Announcing Deities & Powers of the Middle World Preview Edition!

I have been running games since late 1979, and over the course of many years I have used various gods, either of my own creation or with my own spin. Moving into the realm of Dungeon Crawl Classics, the path of least resistance was to simply use the gods in the core rulebook.

But those old gods refused to go away. They showed up in The Falcate Idol, The Crimson Void, The Invisible Man Has Risen from the Grave, and others. I am 59 as I write this, and I have begun the task of pulling over four decades of role- playing game materials into a cohesive whole. The goal is to present a world others may wish to run games in. To create something which will, I hope, live on long after I am gone.

So, I have been working on these gods, both because Player Characters need them in order to define their relationship to the divine, and also because these beings tend to anchor towns, villages, and whole societies.

This work is far from finished. You will see references to patron write-ups which do not yet exist, for instance, as well as unique spells. I hope it gives you some useful material though, and whets your appetite for things to come. I am hoping to have a completed book by late 2026. As you can see, the scope of the work is massive.


Friday, 7 November 2025

Let’s Convert the Monster Manual: Naga and Neo-Otyugh

There are some monsters that stray a bit from their sources when they were translated into the Monster Manual, and in some cases it is worthwhile to bring them back to their roots. This is the case with the AD&D nagas and the nāgas they were derived from. This post is devoted to them, in both conceptions, as the creatures may show up in the Shanthopal online campaign sooner or later. Tanith Lee is also an inspiration for my version of the nāgas, which may be considered at least adjacent to Appendix N.

There are not too many “N” entries in the Monster Manual, so the next post will finish them off.

Guardian Naga: Init +6; Atk bite +4 melee (1d6 plus venom) or constrict +6 melee (2d4 plus constriction) or spit venom +5 ranged (spit venom) or spell; AC 17; HD 10d8; MV 40’ or swim 60’; Act 1d20; SP venom (Fort DC 22 or 2d4 permanent Stamina plus second Fort DC 22 or death), constriction (2d4 per round, Strength DC 18 to escape), spit venom (1d4-1 damage, blinded 1d5 minutes then Fort DC 16 or blindness is permanent), spell casting (+10 spell check); SV Fort +5, Ref +8, Will +8; AL L.

Spirit Naga: Init +6; Atk bite +4 melee (1d3 plus venom) or charm or spell; AC 16; HD 8d8; MV 30’ or swim 50’; Act 1d20; SP venom (Fort DC 22 or 2d4 permanent Stamina plus second Fort DC 22 or death), charm (Will DC 16 negates), spell casting (+8 spell check); SV Fort +4, Ref +8, Will +6; AL C.

Water Naga: Init +4; Atk bite +3 melee (1d4 plus venom) or spell; AC 15; HD 6d8; MV 20’ or swim 60’; Act 1d20; SP venom (Fort DC 22 or 2d4 permanent Stamina plus second Fort DC 22 or death), spell casting (+6 spell check); SV Fort +3, Ref +6, Will +5; AL N.

Nagas are magical serpents with humanoid heads. Guardian nagas are the largest, at 1d5+15 feet long. Spirit nagas are 1d5+10 feet long, and water nagas are 1d3+4 feet long. All have venom equal to that of a king cobra. Guardian nagas can also spit venom as a spitting cobra and constrict opponents. Once a guardian naga has an opponent in its coils, constriction damage is automatic and does not use an action die.

Guardian nagas are powerful agents of the lawful gods, who protect temples and similar sanctuaries, and can cast spells as a level 1d6+2 cleric. Spirit nagas are evil beings who inhabit foul waters, and sometimes impersonate gods. They can cast spells as a level 1d3+2 wizard, and can charm those who see them within 30’, as a charm person spell (spell check result 14-17, but can affect all available targets). Water nagas dwell in hidden cities beneath clean water, and cast spells as (1d5): (1-2) level 1d3-1 wizard, (3-4) level 1d4-1 cleric, or (5) level 1d3+2 wizard; those with 0 levels know only one spell.

All nagas know the serpent tongue as well as the common speech.



Nāga: Init +4; Atk by weapon +5 melee (by weapon +2) or bite +3 melee (1d4 plus venom) or spell; AC 15; HD 5d8; MV 30’ or climb 30’ or swim 60’; Act 1d20; SP venom (1d3 Agility damage plus Fort DC 18 or paralyzed for 1d3 hours followed by Fort DC 15 or death), special traits, spell casting (+4 spell check); SV Fort +2, Ref +5, Will +5; AL L.

Nāgas are magical serpent-folk which can take the forms of humans, cobra-like serpents, or halfway forms with the head or heads, torsos, and arms of humans. They can shift between forms at will, using either their move or an action die. If their form has arms, they may use mortal weapons. Unless their form is fully human, they may bite. They take part in divine nature, and once a nāga reaches maturity it neither ages nor dies, save through misadventure.

Nāgas dwell in hidden places beneath the ground, magical realms where they guard fresh water springs, gems, and other treasures.  The secret to entering these areas is jealously guarded by the nāgas, and seldom shared with mortals. Even fewer are the mortals who, once entering such a realm, are permitted to return living to the Lands We Know.

All nāgas can cast spells as a (roll 1d7) (1-3) level 1d3 cleric, (4-6) level 1d5 cleric, or (7) level 1d5+1 wizard. In addition, individual nāgas have a 10% chance of having a special trait (1d6). If the judge desires, special nāgas may have 1d3+1 of these traits, with their effects being cumulative.

1.  Divine speed:  Nāga gains a +1d3 bonus to Initiative rolls, and a +10 to each movement speed.

2.  Divine strength: Nāga gains an additional +1d4 to all attack rolls, damage rolls, and Strength checks.

3.  Divine protection: Nāga’s AC increases by +1d5.

4.  Divine magic: Nāga gains an additional +1d3 levels when determining which spells it may cast, and its spell check result increases by the same amount. Maximum level is 10.

5.  Divine blood: Increase nāga’s Hit Dice by +1d3. For every 2 additional Hit Dice, its attack rolls increase by +1.

6.  Divine venom: Save DCs for the nāga’s venom are increased by +1d7.

Neo-Otygugh: This creature will be included with the otyugh, using material from this post.



Friday, 31 October 2025

Let’s Convert the Monster Manual: Finishing off the “M”s: Merman, Mimic, Mind Flayer, Minotaur, Mold, Morkoth, Mule, and Mummy

Happy Halloween!

Like the last post, this one will be somewhat long, but it covers a few important monsters. Mimics and mind flayers may be the most requested critters from the Monster Manual, and they are certainly monsters I have used, despite the complicated psionics rules in the original AD&D. The converse, though, is the morkoth, which I have never used. I will try to make it more to my tastes, anyway, herein.

Merman: Init +3; Atk spear or trident +4 melee (1d8+1); AC 15; HD 3d6; MV 10’ or swim 60’; Act 1d20; SV Fort +5, Ref +5, Will +2; AL N.

Mermaid: Init +5; Atk none; AC 15; HD 3d6; MV 10’ or swim 60’; Act 1d20; SP charming voice (1/day, Will DC 14 resists, lasts 1d4 days), kiss confers water breathing for 1d3 hours; SV Fort +3, Ref +9, Will +3; AL N.

These statistics come from this post. Merfolk generally shy away from land-dwellers, although they sometimes attack ships, and mermaids will sing to charm sailors onto reefs. A mermaid’s charming voice affects all who can hear it, and has a range of 500’.

Small Mimic: Init (always last); Atk pseudopod +2 melee (1 plus sticky); AC 12; HD 1d6; MV 5’; Act 1d20; SP camouflage, half damage from slicing and piercing weapons, sticky (Strength DC 15 to break free); SV Fort +4, Ref -2, Will -6; AL N.

These creatures are made of primordial slime, which has a rudimentary intelligence able to reshape itself into an object that appears to fit within the area it inhabits. Shape, texture, and colors are all reproduced although a suspicious character may see through the disguise with a DC 16 Intelligence check. The mimic otherwise gains surprise automatically.

Creatures that touch the mimic or are hit by a pseudopod are stuck to the creature, and cannot break free without a DC 15 Strength check, granting the mimic a +2 bonus to future attacks. Weapons which strike the mimic also become stuck, taking a -2d shift to damage, unless pulled free or the mimic is slain. A weapon stuck to a mimic stuck to a PC is useless until either the PC or weapon is freed.

Medium Mimic: Init (always last); Atk pseudopod +4 melee (1d4 plus sticky) or bite +2 melee (1d8); AC 10; HD 2d8; MV 5’; Act 1d20; SP camouflage, half damage from slicing and piercing weapons, sticky (Strength DC 19 to break free); SV Fort +6, Ref -4, Will -4; AL N.

These creatures are made of primordial slime, which has a rudimentary intelligence able to reshape itself into an object that appears to fit within the area it inhabits. Shape, texture, and colors are all reproduced although a suspicious character may see through the disguise with a DC 20 Intelligence check. The mimic otherwise gains surprise automatically.

Creatures that touch the mimic or are hit by a pseudopod are stuck to the creature, and cannot break free without a DC 19 Strength check. Stuck creatures have a -2 penalty to attack rolls, spell checks, and skill checks until they pull free. Weapons which strike the mimic also become stuck, and therefore useless, unless pulled free.

Large Mimic: Init (always last); Atk pseudopod +6 melee (1d6 plus sticky) or bite +4 melee (1d10); AC 10; HD 4d8; MV 5’; Act 3d20; SP camouflage, half damage from slicing and piercing weapons, sticky (Strength DC 21 to break free); SV Fort +8, Ref -6, Will -2; AL N.

These creatures are made of primordial slime, which has enough intelligence to be able to reshape itself into an object or group of objects which appears to fit within the area it inhabits. Shape, texture, and colors are all reproduced although a suspicious character may see through the disguise with a DC 20 Intelligence check. The mimic otherwise gains surprise automatically.

Creatures that touch the mimic or are hit by a pseudopod are stuck to the creature, and cannot break free without a DC 21 Strength check. Stuck creatures have a -2 penalty to attack rolls, spell checks, and skill checks until they pull free. Weapons which strike the mimic also become stuck, and therefore useless, unless pulled free.

Huge Mimic: Init -4; Atk pseudopod +10 melee (1d8 plus sticky) or bite +6 melee (1d12); AC 10; HD 8d8; MV 5’; Act 5d20; SP camouflage, half damage from slicing and piercing weapons, sticky (Strength DC 24 to break free); SV Fort +10, Ref -8, Will +0; AL N.

These mimics are intelligent enough to speak, and can reshape themselves into reasonably complex objects or groups of continuous objects. Shape, texture, and colors are reproduced well enough that even a suspicious character may only see through the disguise with a DC 22 Intelligence check. The mimic otherwise gains surprise automatically.

Creatures that touch the mimic or are hit by a pseudopod are stuck to the creature, and cannot break free without a DC 24 Strength check. Stuck creatures have a -2 penalty to attack rolls, spell checks, and skill checks until they pull free. Weapons which strike the mimic also become stuck, and therefore useless, unless pulled free. Unlike lesser mimics, mimics of this size can choose to release creatures or objects, or suppress their natural stickiness to lure creatures into a false sense of security – possibly getting creatures to willingly enter it before the entrances disappear and the creatures attack!

Because these mimics possess a low intelligence, there is a chance of parlaying with them.

These creatures were modified slightly from this post.

Mind Flayer: Init +2; Atk facial tentacles +4 melee (2d4 plus latch) or psionic blast; AC 15; HD 6d8; MV 30’; SP latch, eat brain, psionic blast (3/day, 30’ cone with 30’ base, 3d8 damage, DC 20 Will negates), immune to broken bones, regenerate 1/turn; Act 1d20; SV Fort +2, Ref +3, Will +8; AL L.

These subterranean humanoids arrived in the Lands We Know from some alternate world or plane. They have squid-like faces, and their flexible bodies indicate that their bones are malleable in a way our own are not.

When a mind flayer attacks with its facial tentacles, it latches onto its victim, who can escape with either a DC 16 Strength check or a successful Mighty Deed (4+). On the following round, and each round thereafter until the victim is freed, or either the mind flayer or the victim is dead, this alien creature begins the process of extracting its victim’s brain to consume. The victim takes 1d4 Intelligence and Personality damage each round; when both reach 0 the brain is extracted and the victim irrevocably dead. Even if the victim is rescued before full extraction, they must succeed in a Fort save (DC equals 10 + the total amount of Intelligence and Personality damage taken), or half the Intelligence and Personality damage taken is permanent, rounded up.

These creatures can also create a psionic blast, a cone of psychic force which damages all within it unless they succeed in a DC 20 Will save.

Mind flayers are said to live in communities deep beneath the surface of the world, where they hate and despise us. In addition to weird experiments and entertainments beyond the understanding of ourselves, mind flayers spend their time plotting our downfall, travelling to distant planes or planets, and even scheming ways to put out the light of the sun.

Minotaur: See the core rulebook, page 422.

Yellow Mold: When disturbed, this gives out a cloud of poisonous spores in a 10’ radius. All within spend 1d3 rounds incapacitated from choking, taking 1d3 Stamina damage in the process. Thereafter, they must succeed on a DC 10 Fortitude save or die in 1d5 turns. A new patch of yellow mold grows from the corpse 1d3 days later.

Yellow mold is susceptible to fire, and may be destroyed thereby. A thief seeking to obtain a sample of yellow mold sufficient for one use must succeed in a Handle Poison check with a -1d penalty.

Brown Mold: This fungal growth feeds on heat. Within 100’ of a patch of brown mold, it becomes noticeably colder. Within 30’, living creatures take 1d4 damage per round from the intense cold. Should a living creature actually touch brown mold, it takes 3d4 damage (or 3d4 damage per round of contact) as the mold feeds off the creature’s heat. Un-dead infested with this stuff or pit traps coated in it are therefore extremely dangerous!

An application of extreme cold or magical cold destroys brown mold, but little else (if anything) affects it.  

Morkoth: Init +0; Atk bite +4 melee (1d10) or charm; AC 17; HD 7d6; MV 30’ or swim 40’; Act 1d20; SP hypnosis, charm, spell reflection; SV Fort +3, Ref +3, Will +3; AL C.

This monster is variably referred to as a morkoth, morlock, or “wraith of the deep”. It is a dim, shadowy monster, said to combine aspects of a humanoid and cephalopod, but reports vary and few who come face-to-face with the monster survive.

Morkoths are solitary beings, who make their lairs in dark, deep waters, inhabiting the nexus of a series of 1d5+3 spiraling tunnels. These tunnels draw creatures passing within 30’ to them hypnotically, drawing the victim further and further in, until they draw close to the nexus (DC 15 Will negates). The tunnels are so constructed that creatures larger than a typical humanoid cannot enter.

Once a creature reaches the nexus, the hypnotism fails, but the morkoth can charm its victim, forcing it to hold still, unaware and unacting, while the creature devours it with its squid-like beak. Once charmed, a victim is held by this effect for 1d6 hours, allowing the morkoth to feed at its leisure.

Spells targeting a morkoth instead reflect back to the caster (and possibly affecting others nearby also; the caster is the center of any area effect, which might still include the morkoth).

Mule: See the core rulebook, page 418, or the Cyclopediaof Common Animals for expanded information.

Mummy: See the core rulebook, page 422.

 

Friday, 24 October 2025

Let’s Convert the Monster Manual: Men

The “Men and Magicians” section of the core rulebook is eminently useful, and contains a wide variety of human (or possibly very near-human, in the case of some magicians and witches) folks that PCs might meet. The listings in the core rulebook relate to individuals of a particular type, while the Monster Manual focuses instead on the details of meeting large numbers of various types of people, presumably while travelling. Both of these approaches are valuable.

Page 359 of the core rulebook helps give us some benchmark for determining who might make up these encounter groups. For every 100 people, 2 might be 1st level, 2 might be 2nd level, and 1 might be 3rd level. To get more potent individuals, you are looking at populations of 1,000 or more people. Even if you assume – as I do – that particular groups attract more powerful members than others, this still provides a really good baseline for converting these groups from AD&D to DCC.

Another thing to keep in mind: Gary Gygax presumably didn’t want his players to waylay every merchant caravan that they encountered. In AD&D, a fighter gets 1 attack per level per round when fighting opponents of 1 Hit Die or less. A 10th level fighter could take out 10 guards in a single round, if those guards were 0-level mooks, and the rest of the party was also pretty potent at this level either by spell or by other means. Given that this is roughly the same as 5th level DCC characters, you can see why higher-level “ringers” tend to be included.

On the other hand, even a powerful warrior can be easily taken down a notch by a critical hit. And the more people you have fighting you, the greater the chance is that something like that is going to happen.

The reader should be aware that social norms have changed considerably from the time that the Monster Manual – or even the DCC core rulebook! – was written. Some of the terms for various peoples, while strictly in keeping with the Appendix N literature informing both games, is less acceptable today.

This post tries to combine the value of the AD&D versions with that of their DCC counterparts. The reader will have to judge how successful it is. Group sized and members are based on randomly rolling for results. The judge can, of course, tailor groups to their needs.

Bandit: See the core rulebook, pages 432-433, for bandits, bandit heroes, and bandit captains. The Monster Manual suggests 10d20 bandits appear in a band, but within the framework of DCC smaller bands of 4d20 may be more suitable.

The Monster Manual suggests bandits are neutral, while brigands are chaotic evil. While both are chaotic within the framework of DCC, it is certainly fine to use the term “brigands” for bands which are typically larger (5d30 members) and more destructive.

There is a 1 in 20 chance of a 1st level character in the group for every 20 members, and a 1 in 20 chance for a 2nd level character per 50 members. The leveled characters are (roll 1d12): (1-6) warrior, (7-9) thief, (10-11) wizard, or (12) cleric.

Berserker: See the core rulebook, page 433 . The Monster Manual suggests 10d10 berserkers appear in a band, but, again, within the framework of DCC smaller bands be more suitable, and I recommend 2d10+10.

For every 20 bersekers, there is an individual with 3 Hit Dice. If a band numbers more than 20 members, there is a 1 in 20 chance that they are accompanied by a level 1d3-1 cleric of some warlike god. 0-level clerics are treated as acolytes (core rulebook, page 432).

Buccaneer: Init +2; Atk scimitar +2 melee (1d8+1) or short bow +3 ranged (1d6); AC 12; HD 1d6; MV 30’; Act 1d20; SV Fort +2, Ref +2, Will +0; AL C.

Pirate Hero: Init +4; Atk scimitar +4 melee (1d8+2) or short bow +5 ranged (1d6); AC 12; HD 2d8; MV 30’; Act 1d20; SV Fort +3, Ref +3, Will +1; AL C.

Pirate Captain: Init +5; Atk scimitar +6 melee (1d8+3); AC 14; HD 3d8; MV 30’; Act 1d20; SV Fort +4, Ref +4, Will +2; AL C.

The Monster Manual suggests a range of approximately 5d30+150 buccaneers, although that seems like a very large crew compliment to me, and may possibly be reserved for stocking a lair or a free port where pirates are known to operate. I would recommend a crew of 6d10+10 buccaneers on a ship, with a single pirate captain and a pirate hero per 20 buccaneers (or portion thereof).

According to the Monster Manual, buccaneers and neutral and pirates are chaotic evil. This seems spurious to me, although privateers sailing under a nation’s protection and primarily attacking that nation’s enemies may be neutral or even lawful. It should also be noted that, while pirates are chaotic, they do have an internal sense of order and guidelines which inform their behavior amongst themselves as well as with others.

Pirates seldom wear armor of any kind, as it can inhibit their ability to survive if they fall overboard. Short bows are available to 10% of normal buccaneers and all pirate heroes, and are primarily used to soften opposition prior to boarding.

There is a 1 in 20 chance of a 1st level character in the group for every 50 members, and a 1 in 20 chance for a 2nd level character if the group has 60 members or more. The leveled characters are (roll 1d12): (1-6) warrior, (7-9) thief, (10-11) wizard, or (12) cleric.

Caveman: See the core rulebook, page 429, under subhuman. The Monster Manual suggests 10d10 cavemen appear in a group, but, once more, within the framework of DCC smaller bands be more suitable, and I recommend 3d10+5, reserving the larger numbers for special areas.

The core rulebook says that these groups “are always led by a higher-order humanoid: a sorcerer, priest, cult leader, demon, or king of pure bloodline.” In addition to this, for every 10 cavemen, there is a physically superior individual with 3 Hit Dice, and who gains an additional +1 to melee attacks and damage.

Both the Monster Manual and the core rulebook treat tribesmen (or lost tribesmen) in the same way. Statistically, that may be fine, but judges should strongly consider the use of spears, blowguns, short bows, and similar weapons for these peoples, as well as a potential change in alignment to neutral or even lawful. Textually, low intelligence and “Outside of combat they grunt and leer, communicating monosyllabically only about subjects of the flesh” are not your best guideline to playing any group modeled from real-world people.

Atlas Games put out Nyambe: African Adventures in the early 2000s, and, although put out for 3rd Edition D&D, it contains a plethora of materials which might be adapted or converted to DCC. Ashraf Braden has written a number of things, published through Sanctum Media, which convert creatures from his native Ugandan folklore to DCC. There is opportunity here to do better.

Dervish: Init +2; Atk scimitar +1 melee (1d8) or javelin +3 ranged (1d6); AC 15; HD 1d8; MV 20’; Act 1d20; SP holy fervor; SV Fort +2, Ref +2, Will +2; AL L.

Dervish Hero: Init +4; Atk scimitar +2 melee (1d8+1) or javelin +5 ranged (1d6); AC 16; HD 2d8; MV 20’; Act 1d20; SP holy fervor; SV Fort +3, Ref +3, Will +3; AL L.

Dervish Leader: Init +5; Atk scimitar +4 melee (1d8+1) or javelin +7 ranged (1d6); AC 17; HD 3d8; MV 20’; Act 1d20; SP holy fervor; SV Fort +4, Ref +4, Will +6; AL L.

Dervishes are desert-dwelling people with extreme devotion to their religion. Much of their life is nomadic, roving in bands of 3d20+20 members, mounted on (roll 1d3) (1-2) riding horses or (3) camels (see the Cyclopedia of Common Animals). In their fortress-temples there may be as many as 3d100 dervishes at any given time, as well as a level 1d3+2 cleric who leads them as 1d3 acolytes per cleric level of their leader (see the core rulebook, page 432).

All dervishes enter a holy fervor in melee combat, gaining an extra action die which may be used for movement or melee attacks.

Merchant: Init -2; Atk dagger -1 melee (1d4-1); AC 9; HD 3d4; MV 30’; Act 1d20; SV Fort -1, Ref -2, Will -1; AL L.

Assistant: Init +0; Atk club +0 melee (1d4); AC 10; HD 1d4; MV 30’; Act 1d20; SV Fort +0, Ref +0, Will +0; AL N.

Merchants buy and sell goods, and merchants may be found in caravans, individually, or shipping via water in search of profit. Most merchants are 0-level characters with statistics equal to a peasant (see core rulebook, page 434, but the ones described in this entry are those who have achieved both experience and success in their vocation.

A typical merchant caravan consists of 3d5 carts or wagons, each of which is overseen by 1d3-1 merchants, with 0 indicating that the wagon is owned by the same merchant(s) as another wagon, or was left in charge of the owner’s assistant(s). Each wagon has 1d4 assistants, who act as drovers, loaders, and go-betweens for their sponsor merchants. Each wagon usually (90% per wagon) has a guard of 1d8 men-at-arms (see core rulebook, page 434), with more valuable cargoes and more dangerous routes potentially having more guards.

A merchant vessel is equivalent to a caravan of 2d10+10 wagons in terms of its compliment of assistants and men-at-arms, with at least 75% of the assistants serving as sailors. Depending upon the nature of its cargo, a merchant vessel may be accompanied by a military convoy to ward off pirates.

Nomad: Init +0; Atk scimitar +1 melee (1d8) or short bow +3 ranged (1d6); AC 11; HD 1d6; MV 30’; Act 1d20; SP stealth +4; SV Fort +2, Ref +2, Will +2; AL N.

Nomad Hero: Init +4; Atk scimitar +2 melee (1d8+1) or short bow +5 ranged (1d6); AC 12; HD 2d6; MV 30’; Act 1d20; SP stealth +6; SV Fort +3, Ref +3, Will +3; AL N.

Nomad Leader: Init +5; Atk scimitar +4 melee (1d8+1) or short bow +7 ranged (1d6); AC 13; HD 4d6; MV 30’; Act 1d20; SP stealth +8; SV Fort +4, Ref +4, Will +6; AL N.

The Monster Manual treats dervishes and nomads under the same heading, but I have separated them out here. Nomads dwell in deserts, steppes, plains, and similar areas, following herds which they rely upon for sustenance. A typical encounter is with 3d10 nomads led by a nomad hero. There is almost always an encampment within 1d12 miles with 30d10 nomads. For every 20 nomads in an encampment, there is one nomad hero. A nomad leader seldom ranges outside the encampment, except in time f war, but coordinates activities from within.

Nomads typically ride light warhorses, riding horses, or ponies depending upon circumstances, and have 1d6 dogs per 10 people (see the Cyclopedia of Common Animals for statistics). The judge is encouraged to choose whatever creatures make sense, relying on generic dogs if nothing seems better. Some nomads may use reindeer, yaks, or whatever else the judge decides.

There is a 1 in 20 chance of a 1st level character in the group for every 50 members, and a 1 in 20 chance for a 2nd level character if the group has 60 members or more. The leveled characters are (roll 1d12): (1-8) warrior, (9) thief, (10) wizard, or (11-12) cleric.

Because of their lifestyle, nomads are very good at taking advantage of the terrain, resulting in their bonus to stealth.

Pilgrim: A pilgrimage is a journey to a holy location, such as the seat of a religion, a shrine, or the place where some miracle is said to have occurred. To determine the alignment of the religion followed by the pilgrims, roll 1d7: (1-4) lawful, (5) neutral, or (6-7) chaotic. Not everyone in the pilgrimage need be of this alignment; for instance, a pilgrimage to a lawful shrine may be largely composed of neutral folk.

The average pilgrimage consists of 6d6 peasants (core rulebook, page 434), and may contain the following characters as indicated below:

50% chance of 2d6 acolytes (core rulebook, page 432).

5% chance of an assassin (core rulebook, page 432), seeking either to eliminate another member of the pilgrimage or a target as the site the pilgrimage is making for.

10% chance of a level 1d3 cleric.

5% chance of a fortune teller (core rulebook, page 433), seeking to entertain and perhaps to atone for an unfortunate prediction.

50% chance of a friar (core rulebook, page 433).

20% chance of 1d5-2 knights (minimum of one, core rulebook, page 433).

1% chance of a magician (core rulebook, pages 433-434) travelling incognito and probably up to no good (80% chance).

25% of 2d4 men-at-arms (core rulebook, page 434).

5% chance of 1d3+1 nobles. Each noble travels with 1d6 men-at-arms (core rulebook, page 434).

2% chance of a sage (core rulebook, page 434), who is 60% likely to be conducting research on the pilgrimage site.

25% chance of a level 1d3 thief in search of atonement or opportunity (equal chance of each).

15% chance of a level 1d3 warrior. Roll 1d6: (1-3) hired as a guard, (4-5) heading the same direction and taking advantage of safety in numbers, or (6) an actual pilgrim.

5% chance of a level 1d3+2 wizard. There is a 90% chance that they are travelling incognito, and a 10% chance that their interest is in the pilgrimage itself. Their true motives must be determined by the judge.

 

Tuesday, 21 October 2025

Palaeoloxodon Namadicus

Palaeoloxodon Namadicus: Init +0; Atk trunk +8 melee (1d8 plus grab and constrict) or gore +8 melee (2d8 plus knock prone) or trample +4 melee (10d8); AC 18; HD 24d8; MV 40’; Act 2d24; SP grab and constrict (automatic damage each round, damage increases by +1d each round, opposed Str vs. +12 to escape), knock prone (Fort DC 25 negates), crit 20-24; SV Fort +18; Ref +0; Will +7; AL N.

These gigantic prehistoric elephants weigh 1d5+20 tons, almost four times as much as adult African elephants, and reach heights of 1d5+14 feet. Their tusks are 1d7+9 feet long, weighing 1d50+250 pounds each, and worth 1 gp per pound.

These elephants live primarily in open grassland. They live in matriarchal herds of 6d6 individuals, including adult females and calves of both gender. As with other elephants, males are larger, and more volatile, than females, and live alone except when in musth.

These elephants are otherwise similar to those described in the Cyclopedia of Common Animals, which includes African, Asiatic, and Borneo elephants as well as mammoths and mastodons.