Of all the monsters I am converting today, the gelatinous cube holds the fondest memories for me. Even in its original incarnation, if you spot it most of the time you can simply walk away from it. But what happens when you hit a dead end? If there is a secret door, can you find it before the cube catches up to you? In some cases, PC fleeing from one encounter have run smack-dab into a cube while running. And, of course, partially-digested remains, bones, or armor seeming to float down a corridor can be both eerie and misleading.
Giant Gar: Init +4;
Atk bite +6 melee (1d6); AC 14; HD 3d8; MV swim 50’; Act 1d20; SV Fort +2; Ref
+3; Will +0; AL N.
Torpedo-shaped fish which grow to 1d10+20 feet in length, giant gars prefer to attack by ambush, but are willing to openly attack anything smaller than them, including adventurers.
Like smaller gars, giant gar roe is toxic to humans when consumed (Fort DC 18 or 1d3 Stamina damage), and a thief can distill this toxic quality to a more lethal version (Fort DC 22 or 2d4 Stamina damage) with 3 helpings of roe, suitable equipment, and a DC 10 Handle Poison check. Failure that does not result in poisoning indicates that the roe was overheated, and the toxic qualities lost. A gravid female giant gar has 2d6+3 helpings of roe. Masses of roe can also be collected once the fish have spawned, at the judge’s discretion.
Gargoyle: See the core rulebook, page 413.
Gas Spore: I did this post in 2015, which to my mind covers the gas spore better than a direct conversion.
Gazeball: Init –2; Atk Slam +2 melee (1d3) or infect –4 melee (0); AC 8; HD 4d8; fly MV 10’; Act 1d20; SP symbiotic spores, reproductive spores, slime, infestation, explosion, immune to mind-affecting, half damage from bludgeoning; SV Fort –5, Ref –4, Will –2; AL N.A gazeball is a fungal horror which appears to be a large eye, floating in midair, perhaps due to some form of levitation. Rhizomatic growths at its apex appear almost like a crown of eyes, each at the end of a short tentacle-like growth. In fact, pustulant sacs in the gazeball’s mass create a volatile gas that provides lift, and the “crown of eyes” are designed to incubate, and eject the spores of, a secondary symbiotic fungi. The gazeball can shoot a line of symbiotic spores up to 30’ (Ref save DC 15 or suffer 1d3 temporary Agility damage).
When a target is paralyzed, or can barely move due to the symbiotic spores, the gazeball uses another growth to deposit its own spores on the victim. These spores are laid in a thick coat of slime over the victim’s face. The slime can be broken down by alcohol, or dissolves on its own after a period of 2d10 minutes. While the slime is present, the victim is blinded. During this period, the spores travel into the victim’s skull, where they infest the brain (a DC 20 Fort save prevents this from occurring). If the slime is washed off within the first 10 rounds, the victim gains a +1 to +10 bonus to the save, with the highest bonus indicated it is washed off within a single round.
The gazeball’s spores cause 1d3 Intelligence damage immediately upon infestation, and then cause 1d3-1 points of Intelligence damage each day thereafter. When damage causes a PC to fall to 10 Intelligence or less, the character’s entire head becomes tender. Thereafter, there is visible cranial swelling. If a victim falls to 0 Intelligence, roll 1d3-1. On a result of 1-2, the victim’s skull explodes, revealing new gazeballs equal to the number rolled (1 or 2) with 1 HD each. On a roll of “0”, the victim manages to defeat the infection, and slowly returns to normal. Otherwise, the infection can only be cured by magic or clerical healing (4 HD result or better).
A gazeball’s slam attack is only used in self-defense. The fungal creature is not looking for a meal, but for the chance to reproduce.
Finally, when damaged there is a percentage chance equal to the total damage taken that a gazeball will explode due to the weakening of the gas pustules. This causes 1d3 damage to all targets within 30’, who must also succeed in a DC 5 Fort save to avoid infestation with the gazeball’s spores. If there is an open flame within the radius of the blast, it causes a secondary explosion for 2d6 damage (Reflex save DC 10 for half damage; characters who take 6+ damage are set on fire). Each point of fire damage counts as 5 points when determining the chance of explosion.
Gelatinous Cube: This listing is based off the primeval slime found on pages 423-424 of the core rulebook. A 10’ x 10’ x 10’ cube would consist of eight 5’ cubes. I also included a smaller, 5’ cube which would be easier to defeat.
Gelatinous
Cube (10’ cube): Init (always last); Atk pseudopod +4 melee (1d4 plus
paralysis) or engulf; AC 10; HD 8d8; MV 5’, climb 5’; Act 8d20; SP near-transparent,
paralysis (1d6 hours, DC 14 Fort negates), engulf, immune to mind-affecting and
electricity, half damage from slicing and piercing weapons; SV Fort +6, Ref -8,
Will -6; AL N.
Gelatinous
Cube (5’ cube): Init (always last); Atk pseudopod +4 melee (1d4 plus
paralysis) or engulf; AC 10; HD 1d8; MV 5’, climb 5’; Act 1d20; SP
near-transparent, paralysis (1d6 hours, DC 14 Fort negates), engulf, immune to
mind-affecting and electricity, half damage from slicing and piercing weapons;
SV Fort +6, Ref -8, Will -6; AL N.
Gelatinous cubes are nearly transparent, and hard to see in the uncertain light of a dungeon. They are effectively invisible at as far as 10’ away unless one is specifically looking for one (DC 10 Intelligence at 10’; DC increases by +2 per additional 5’ away.
If it does nothing else that round, a gelatinous cube may engulf a paralyzed victim, doing an automatic 2d4 damage each round until the cube is slain and the victim rescued. A 5’ cube can only engulf a single victim, but a 10’ cube can engulf up to 4 human-sized creatures. Slain creatures are likewise engulfed, and engulfed creatures are digested over the next 1d4 hours. It takes an additional 1d4 hours to digest bone. Gelatinous cubes cannot digest metal, and generally expel engulfed metal objects after 2d6 days.
Ghast: Init +2;
Atk bite +4 melee (1d4 plus paralyzation) or claw +2 melee (1d3); AC 12; HD 4d6;
MV 40’; Act 1d20; SP un-dead traits, paralyzation (1d6 minutes, DC 15 Fort
negates), stench (10’ radius, -1d penalty to all rolls, DC 13 Will negates),
infravision 100’; SV Fort +2, Ref +0, Will +0; AL C.
Ghasts are similar enough to ghouls that they cannot be told apart at a distance, but their stench is such that anyone coming within 10’ of a ghast must succeed in a DC 13 Will save or take a -1d penalty for as long as they remain within melee range of a ghast.
Ghasts sometimes lead packs of ordinary ghouls.
Ghost: See the core rulebook, pages 413-414.
Ghoul: See the core rulebook, page 414.
Giant: See the core rulebook, page 414-416. Cloud, fire, hill, stone, and storm giants are covered.
Gnoll: See the core rulebook, page 416.
Gnome: The first published gnome class for DCC was by Yves Larochelle, appearing in Crawl! #6. I received kind permission from the author to use his creation with slight tweaks for Gnome Jambalaya. The Pax Lexque Campaign Guide (Ed Stanek and Xuân Stanek, with contributions by Susan Stanek) includes another gnome class. A third gnome class appears in Brendan LaSalle’s Xcrawl Classics RPG. That niche has been more than adequately covered.
But what if you don’t want a class, but just want some small faerie-types living in your woodlands? Let’s do that instead.
Gnome: Init +4;
Atk tiny spear +4 melee (1d3) or tiny bow +6 ranged (30’ range, 1d3); AC 18; HD
1d3; MV 10’; Act 1d16; SP heightened senses, speak with animals, healing,
stealth +10; SV Fort -4,
Ref +10, Will +2; AL N.
Gnomes have a great store of healing lore, and can cure 1d6 hp once per week with 1d8 minutes of work. Other conditions, such as blindness, paralysis, and disease, can also be cured, but the process may take days or even weeks (per judge). Likewise, they understand which plants are toxic, and are not above using this knowledge to be rid of problematic intruders.
Gnomes are very good at hiding. They prefer muted and woodland colors for the most part, but have a deep and abiding love for their conical red hats. When a gnome is spotted, it is almost always due to their cap, although sometimes what is mistaken for a gnome’s cap is actually a mushroom, and not all mushrooms are safe to touch (let alone eat)!