Monday, 25 August 2025

Let’s Convert the Monster Manual: Giant Goat, Goblin, Golem, and Gorgon

I was going to try to forge on and finish the “G”s in this post, but there is a bit of work to do with golems, so I decided to end after the gorgon. The giant goats listed here are built from the Cyclopedia of Common Animals, and I supplied two types for your judging amusement.

I have used every monster in this post, but none leap out as having been the basis of some favorite encounter of my youth. Well, I have used (and continue to use) a lot of goblins, but those are covered by the core rulebook!

Giant Goat: Init +2; Atk butt +2 melee (1d6); AC 11; HD 2d6; MV 40’; Act 1d20; SP charge for +4 to hit (-4 AC until next action); SV Fort +3; Ref +4; Will +2; AL C.

Monstrous Giant Goat: Init +0; Atk butt +4 melee (2d6); AC 14; HD 3d6; MV 40’; Act 1d20; SP charge for +4 to hit (-4 AC until next action); SV Fort +4; Ref +4; Will +4; AL C.

These giant goats are wild dwellers in hilly or mountainous country. Giant goats are 4 feet tall at the shoulder, while the shaggy monstrous giant goats are 5-6 feet tall at the shoulder. Although not predators, they can be territorial, and some remote humanoids have managed to tame them enough to use as mounts.

Goblin: See the core rulebook, page 417.

Golem: The DCC Annual and Weird Frontiers both have information to aid you in creating adventures with golems and/or creating golems of your own. I have not referenced those works for these conversions, which were intended make using older AD&D modules easier.

Clay Golem: Init -4; Atk fist +5 melee (3d10 plus lingering); AC 13; HD 5d12 (50 hp); MV 20’; Act 1d20; SP construct, lingering (damage can only be healed magically), +1 action die for 1d5 rounds 1/day; immune to non-blunt weapons, immune to most spells; SV Fort +10, Ref -4, Will +0; AL N.

Clay golems are a product of idol magic, and some powerful clerics or cults may know the expensive secrets of their creation. It is said that the creation of these beings takes something from the creator’s soul, so that there is a personal cost as well as a financial one in their creation.

Clay golems are only harmed by blunt weapons, and they are immune to the direct effects of most spells. Shatter, transmute earth, turn to stone, and earthquake can affect a clay golem, doing a minimum of 1d10 damage per spell level when cast directly upon a clay golem. If the spell check result indicates more damage would be done, the result takes precedence. Secondary effects, like summoned animals or an adventurer being protected by magic shield, function normally.

Wounds caused by a clay golem’s fists do not heal naturally, but can be affected by magic. Once each day, a clay golem can move faster, gaining an additional action die which if may use to move or attack.

Flesh Golem: Init +0; Atk fist +4 melee (1d8+6); AC 11; HD 4d12 (40 hp); MV 10’; Act 2d20; SP construct, half damage from non-magical weapons, immune to mind-affecting, extraordinary strength, healed by magical fire and cold, rampage; SV Fort +6, Ref +0, Will +0; AL N.


Stitched together from cadavers and artificially-created flesh, these golems are very powerful, but somewhere within the biological material used to create them, there is an awareness of and horror at what they are. When engaged in combat, there is a cumulative 1% chance per round that the golem will go on a rampage, attacking everyone and everything it meets until stopped. If its creator is present, a DC 15 Personality check stops the rampage. Likewise, a scene or encounter of great innocence and tranquility might halt the rampage (10% chance or judge’s discretion). Otherwise, the golem’s rampage continues until it is destroyed.

These creatures are not un-dead, and cannot be turned as such.

Iron Golem: Init +0; Atk enormous short sword +10 melee (4d10) or fist +8 melee (3d10); AC 17; HD 10d12 (80 hp); MV 20’; Act 1d20; SP construct, breathe poison cloud (1 in 7 chance per round, 10’ diameter, 1d6 damage plus DC 15 Fort or 2d6 Stamina damage), immune to non-magical weapons, healed by magical fire, electrical attacks also slow (half speed and actions for 1d6 rounds); SV Fort +14, Ref +0, Will +0; AL N.

Standing at least 12 feet tall, iron golems are enormously strong (+10 to Strength checks). In addition to their melee attacks, there is a 1 in 7 chance that an iron golem breathes out a cloud of poisonous gas directly in front of it each round.

Stone Golem: Init +0; Atk fist +6 melee (3d8); AC 15; HD 6d12 (60 hp); MV 20’; Act 1d20; SP construct, half damage from non-magical weapons, slow 1/round; SV Fort +12, Ref +0, Will +0; AL N.

Stone golems tower over humans, at a height exceeding 9 feet. Once per round, they can cast slow at an opponent directly in front of them no more than 30 feet away. The golem need not use an action die, nor make a spell check, automatically gaining a result of 16-17 (DC 16 Will save negates).

Gorgon: Init +3; Atk gore +5 melee (2d6) or trample +6 melee (1d8) or deadly breath; AC 20; HD 6d8; MV 40’; Act 1d20; SP deadly breath every 1d5 rounds; SV Fort +8, Ref +5, Will +0; AL C.

Deadly Breath: A gorgon has a breath weapon that forms a cloud with a 20' diameter, affecting all creatures within. To determine the effects of any given gorgon's breath weapon, roll 1d12:

(1-5) Petrifying. Victims must succeed in a DC 10 Will save or take 1d8 points of permanent Agility damage. This represents the body of the victim turning slowly to stone, and can be healed only by strong magic or bathing in the blood of the gorgon responsible. If Agility reaches 0 through this damage, the creature is completely petrified.

(6-9) Poisonous. Victims take 1d6 damage and must succeed in a DC 12 Fort save or take 1d4 points of temporary Stamina damage.

(10) Caustic. Victims take 1d6 damage, and must make a DC 10 Fort save or take 1d6 damage each round until the save succeeds.

(11) Memory-Eating. Victims must succeed in a DC 10 Will save or lose 1d6 XP. This can reduce characters' levels, as their memories of past success are eaten away. Anyone reduced to 0 XP takes Intelligence damage instead on a failed save.

(12) Pestilent. Victims must succeed in a DC 15 Fort save or become ill, taking an immediate 1 point of temporary Strength, Stamina, and Agility damage. Each day thereafter, the victim must make a DC 15 Fort save or suffer an additional 1d3 temporary damage to Strength, Stamina, and Agility. This damage does not begin to heal until the character has succeeded in three saves, which ends the pestilence, or the disease is removed by other means. Worse, the victim is contagious, and anyone in their company must make a DC 15 Fort save after each hour or fall victim to the same pestilence.

(From this post.)

 

Friday, 22 August 2025

Let’s Convert the Monster Manual: Giant Gar, Gargoyle, Gas Spore, Gelatinous Cube, Ghast, Ghost, Ghoul, Giant, Gnoll, and Gnome

After the last short Monster Manual conversion post, this one is a bit longer. I was somewhat chagrinned to discover that I hadn’t included a giant gar in the Cyclopedia of Common Animals, but that is remedied here. Still, a lot of monsters in the Monster Manual are covered in the core rulebook, so this post will not be as long as the title might suggest.

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 are fey creatures of the forest, ranging from six inches to a foot in height. They live in underground communities dug out around the roots of large trees. They can speak with mammals, birds, and similar animals, and get along well with them, save for weaselkind and rats. They hate weasels of all types, save otters, and will trap and slay them if possible.

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)!



Thursday, 21 August 2025

Let’s Convert the Monster Manual: All the “F”s: Flightless Bird, Giant Frog, and Violet Fungi

This is a pretty short post, but we can easily get it out of the way.

Flightless Bird: The Monster Manual doesn’t differentiate between ostrich, emu, and rhea. The Cyclopedia of Common Animals contains these, plus the axe-beak, cassowary, dodo, giant dodo, elephant bird, and giant ostrich as flightless birds. It also covers kiwis and penguins.

If this is seemingly like another advertisement for the Cyclopedia of Common Animals, it is just because the work covers so much. It is, essentially, a product I have been wanting since the early 80s.

Giant Frog: The original Monster Manual includes giant frogs, poisonous frogs, and killer frogs. Let’s face it, giant frogs are fun to use…I know that I have used them on multiple occasions! Both giant frogs and giant poison dart frogs are covered in the Cyclopedia of Common Animals, but killer frogs are not.

According to the Monster Manual, killer frogs are on the small side and “employ talons and teeth in attack. They are man-eating, specially bred mutants. Only their cannibalistic habits keep them from becoming common and thus a real threat.” It seems reasonable enough, then, to build them from the giant frogs in the Cyclopedia, like so:

Killer Frog: Init +2; Atk bite +0 melee (1d4+1) or claws +1 melee (1d3); AC 11; HD 1d4; MV 20’ or swim 30’ or jump 30’; Act 2d20; SV Fort -4, Ref +5, Will +0; AL N.

Killer frogs average a length of 2 feet and weigh about 50 pounds. They are almost never found alone; where one is encountered, 3d6 are certain to be lurking nearby.


Violet Fungi: Init +0; Atk branch-like growth +0 melee (rotting excretions); AC 13; HD 3d6; MV swim 1’; Act (1d4)d16; SP fungi, rotting excretions; SV Fort +4, Ref -10, Will +0; AL N.

These hardy fungal growths look like shriekers, and when they are found, it is often in symbiotic relationships with them. Shriekers provide camouflage for violet fungi, and in return the violet fungi provide rotting animal matter for both fungi types to consume.

Violet fungi can be distinguished from shriekers by 1d4 branch-like growths coated with a thick semi-liquid excretion. Animals coming into contact with these excretions must succeed in a DC 15 Fort save, or their flesh rots starting from the point of contact at a rate of 1d3 Stamina damage per round, with every full 3 points resulting in an additional 1 point of permanent point of Strength, Agility, or Stamina damage (equal chances of each). Once it begins, this rotting can be halted as a disease via magic, clerical laying on of hands, or by a DC 20 Intelligence check made by a healer, dwarven mushroom farmer, or similar.

Violet fungi have one action die per branch-like growth. A thief can harvest 1d3 doses of the rot-inducing excretions from a dead violet fungus with a successful Handle Poison check, per branch-like growth. These excretions remain potent for 1d6 after collection.

I have, of course, used violet fungi, and converted them previously for Purple Mountain II: Desolate Dwarven Delve (Purple Duck Games). I did not consult that conversion when doing this one. Apart from being an iconic danger when exploring deep places below ground, violet fungi reward players for paying attention to their surroundings. With their slow movement rate, they are easy to avoid in many cases, and their threat can be removed with ranged weapons. They, do, however, make silencing shriekers more difficult!

Wednesday, 20 August 2025

Let’s Convert the Monster Manual: Finishing the “E”s: Elemental, Elephant, Elf, Ettin, Floating Eye, and Eye of the Deep

As we go on with converting the original Monster Manual, we will eventually run into more creatures which have already been converted in the DCC core rulebook or in my blog. In the case of blog conversions, I will include both a link to the original post and statistics here. I have already made one exception (drow elves) which I covered when converting the original Fiend Folio.

Elves appear in the core rulebook, but we will do the same thing we did with dwarves, and provide some “Men and Magicians” style elves as NPC templates. These will differ somewhat from the elves of The Revelation of Mulmo and Stars in the Darkness, but not so much that you cannot use them together.

It might be argued that Ettins are covered in the rules for variations on giants, but this monster is simple enough to convert that we might as well offer full statistics. I am sure that I have used ettins in the past, but I can’t remember any single use of them. This is a shame, because ettins are an iconic monster both in folklore and in the original Monster Manual.

I have never used the floating eye or the eye of the deep, but who knows what tomorrow brings? As far as I know, the floating eye was not even popular enough to include in later editions of D&D. I am not even sure that it appeared in any AD&D modules….? Anyway, that sounds like a challenge to turn it into a useful monster, so you will have to judge whether or not I met that challenge.

Elemental: See the core rulebook, pages 411 to 412.

Elephant: See the Cyclopedia of Common Animals. If these posts are beginning to seem like an extended advertisement for that work, that is simply because the Cyclopedia covers so much.

I am, I hope fairly, proud of how much it covers, as I really did try to make it useful. As the last post saw, however, there were still a few more animals I could have included!

Elven Commoner: Init +0; Atk staff +0 melee (1d4); AC 10; HD 1d4; MV 30’; Act 1d20; SP heightened senses, sensitivity to iron; SV Fort +0, Ref +0, Will +0; AL C.

Elven Soldier: Init +0; Atk spear +1 melee (1d8); AC 13; HD 1d6; MV 30’; Act 1d20; SP 60’ infravision, sensitivity to iron; SV Fort +1, Ref +2, Will +1; AL C.

Elven soldiers are armed with bronze-tipped spears, wear leather armor, and bear shields.

Elven Archer: Init +1; Atk short bow +2 ranged (1d6) or dagger +1 melee (1d4); AC 11; HD 1d6; MV 30’; Act 1d20; SP 60’ infravision, sensitivity to iron; SV Fort +1, Ref +2, Will +1; AL C.

Elven archers use flint-tipped arrows, as well as daggers of bronze or stone.


Elven Knight: Init +2; Atk mithral longsword +2 melee (1d8) or mithral dagger +2 melee (1d4); AC 18; HD 3d6; MV 20’; Act 1d20; SP 60’ infravision, sensitivity to iron; SV Fort +1, Ref +2, Will +2; AL C.

Armed with mithral weapons, and wearing mithral full plate mail, an elven knight may be mounted on an exception warhorse, or even a unicorn at the judge’s discretion.

Elven Sorcerer: Init +2; Atk staff +2 melee (1d4) or dagger +2 melee (1d4) or spell; AC 12; HD 3d6; MV 30’; Act 1d20; SP 60’ infravision, sensitivity to iron, spellcasting; SV Fort +1, Ref +2, Will +3; AL C.

Elven sorcerers can cast up to three spells each day, and can choose from the following effects:

(1) Charm a target within 60’ (as charm person spell result 14-17, Will DC 15 negates but leaves target dazed 1d4 rounds as result 12-13).

(2) Second sight (spell check 1d20+6, cannot result in disapproval).

(3) Elf shot (120’ range, 1d8 damage, Ref DC 15 for half, negated by magic shield).


Elven Lord: Init +0; Atk mithral longsword +3 melee (1d8) or longbow +3 ranged (1d6) or spell; AC 13; HD 5d6; MV 30’; Act 1d20 + 1d14; SP 60’ infravision, sensitivity to iron, spellcasting (+5 spell check: animal summoning, detect magic, invoke patron, locate object, and phantasm); SV Fort +2, Ref +2, Will +3; AL C.

Elven King: Init +2; Atk mithral longsword +4 melee (1d8) or spell; AC 15; HD 7d6; MV 30’; Act 2d20; SP 60’ infravision, sensitivity to iron, spellcasting (+9 spell check: animal summoning, charm person, detect magic, invoke patron, invisible companion, magic shield, runic alphabet [fey], sleep, and shatter; SV Fort +3, Ref +5, Will +6; AL C.

These statistics may be used to represent average elves. If the judge wishes to differentiate types o elves they may consider the following changes:

Aquatic elves are amphibious and gain a Move speed of Swim 50’. However, they suffer an inability to heal away from water similar to (and in addition to) sensitivity to iron.

Drow elves are fully covered in this post and will not be reproduced here.

Gray elves have a +2 bonus to spell checks and Will saves. The judge may also consider using the elder kith from Curse of the Kingspire and Through the Dragonwall to replace gray elves.

Half elves gain +1 hit point per Hit Die and a +1 bonus to Fort saves, but have a -2 penalty to spell checks and Will saves. These suggestions pertain only to quick NPCs; both third party sources and XCrawl Classics contain half elf classes which can be used for more detailed work.

Wood elves have a +2 bonus per Hit Die on stealth checks, but a -4 bonus on spell checks.

Ettin (13’ tall, 1,400 lbs.): Init +1; Atk club +15 melee (3d6+8); AC 17; HD 10d10; MV 30’; Act 2d20; SP infravision 60’, hard to surprise, two heads; SV Fort +10, Ref +5, Will +5; AL C.

The ettin is a giant which has two heads, which are completely individual and often in disagreement. This disagreement is reflected in a reduced move speed and reduced action dice (for giants). Because of their two heads, though, they are difficult to surprise and, where Will saves are required, each head counts as a separate target and is allowed a separate saving throw (if any).

Thankfully, although they have two brains, ettins are rather stupid and may be tricked by canny adventurers.

Floating Eye: Init +0; Atk hypnotism (Will DC 12 negates); AC 11; HD 1d4; MV swim 60’; Act 1d20; SP hypnotism; SV Fort -1, Ref +1, Will -2; AL N.

Floating Eye Swarm: Init +0; Atk swarming bite +1 melee (1d3) or hypnotism (Will DC 15 negates); AC 11; HD 4d10; MV swim 60’; Act 1d20; SP attack all targets in a 20’ x 20’ x 20’ area, half damage from non-area attacks, hypnotism; SV Fort +1, Ref +10, Will +0; AL N.

These rare fish are transparent, about a foot long, and have a single large eye about three inches in diameter. They are found in warm salt water, where those who see them are often hypnotized by the sight of their seemingly-disembodied eyes, becoming paralyzed until a save succeeds.

Solitary floating eyes often accompany predatory fish, which consume paralyzed creatures, allowing the floating eye to feed off of the scraps. Sometimes, though, shoals of floating eyes come together to form a swarm, which can be deadly to victims where a single fish would not be.

For surface-dwelling adventurers, hypnotism has the added danger of death by drowning. Since there is no compulsion to approach the creatures, however, sailors have been entranced by floating eyes, watching as long as they were visible, in a disquieting but not overtly dangerous trance.

Eye of the Deep: Init +2; Atk claw +3 melee (2d4) or bite +1 melee (1d6) or eyes; AC 15; HD 10d8; MV swim 20’; Act 3d20; SP eyes (see below); SV Fort +7, Ref +9, Will +12; AL L.

Found only at great ocean depths, the eye of the deep has two huge crab-like pincers to seize its victims and a mouth full of small sharp teeth. Its primary weapons, however, are its eyes. The creature has a large central eye which emits a blinding flash of light in a 30’ cone with a 20’ base (Fort DC 20 or stunned and unable to do more than move at half speed for 2d4 rounds) and two smaller eyes on long stalks with which it is able to create illusions which appear real until touched or interacted with. Acting independently (which dispels any ongoing illusion), each eye can paralyze a single target within 60’ for 1d6 rounds (Will DC 13 negates). Its eye stalks can potentially be severed with a Mighty Deed of 5+ per eye stalk, growing back in about a week if the creature survives.

The eye of the deep is hateful and aggressive, using its great intelligence to organize other deep-dwelling creatures with similar temperaments. It is fortunate for surface-dwellers that these creatures are seldom seen outside of ocean trenches or other areas of great depth and pressure, for they hate us and constantly seek to do us harm.

Sunday, 17 August 2025

Let’s Convert the Monster Manual: Giant Eagle, Ear Seekers, Eel, and Efreeti

As we go on with converting the original Monster Manual, we will eventually run into more creatures which have already been converted in the DCC core rulebook or in my blog. In the case of blog conversions, I will include both a link to the original post and statistics here.

Weed eels are another monster that I can’t remember ever using in my 1e days, although I can’t be certain. They may have, for instance appeared in a module I ran. They certainly made little impression…except maybe things that intelligent players would avoid. In my conversion, I tried to give players at least some small reason to interact with them.

I have, of course, used ear seekers. There some things that the Monster Manual format simply doesn’t suit, and this is one of them. I tried to make a version of the critters which would present a “realistic” threat to PCs which gave them some time to respond to it, and which might even resolve itself without PC intervention.

Giant Eagle: See the Cyclopedia of Common Animals.

Ear Seekers: These insects are found in rotting and semi-rotten wood, where their natural instinct leads them to lay their eggs in warm places. Under normal circumstances, ear seeker eggs are laid in areas where damp wood gives off heat due to decomposition. Sometimes, though, they infest wooden doors (and similar objects) underground. When a cautious adventurer presses their ear to the door to hear any sounds from the other side, they get a nasty surprise.

It is difficult to tell when a door (or other object) has been compromised by ear seekers in the flickering light of torch or candle. A DC 25 Intelligence check may determine this (with dwarves gaining their underground skill bonus and thieves gaining their bonus to find traps), but even when a door is infested, a listener must fail a Luck check to be affected.

Failing the Luck check means that one or more ear seekers have crawled into the unfortunate one’s ear. A healer (or similar) may attempt a DC 15 Intelligence check to flush them out before they lay eggs, if a suitable fluid is available. Otherwise, they lay 2d12 eggs in 1d6 rounds. It takes 2d6 days for the eggs to hatch, and until hatching the infestation can be removed with 2 Hit Dice of clerical healing. Otherwise, they begin burrowing inward after hatching, and have a cumulative percent chance of reaching the brain each day after the first equal to the number of eggs. I.e., if 13 eggs were laid, the ear seekers have a 13% chance of reaching the brain the day after they hatch, a 26% chance the next day, and so on.

Ear seekers which reach the brain do 1d3 points of Intelligence and Personality each day, and if they do 3 points of damage to either stat on any given day, 1 point is permanent. Once they have hatched, ear seekers can be destroyed by 3 Hit Dice of clerical healing or as a poison.

2d8 days after hatching, the ear seekers exit through the ear, and seek out decomposing wood of their own to infest. Judges should note that it is possible to survive an ear seeker infestation without taking any damage at all, if few eggs are laid and the insect larvae leave relatively quickly.

Because they sometimes infest other wooden objects, adventurers who sleep in dungeons near rotting furniture and old wooden chests may attract these burrowing insects with their body heat and become infested while asleep and unaware, but this is exceedingly rare.

Eel: See the Cyclopediaof Common Animals for electric and giant eels. If an eel has a maw with a pharyngeal jaw, that’s a moray.

Weed Eel: Init +7; Atk bite +0  melee (1 plus venom); AC 12; HD 1d5; MV swim 50’; Act 1d20; SP venom (1d6 damage plus Fort DC 12 or die), camouflage (+10); SV Fort +1, Ref +2, Will -2; AL N.

These venomous eels are about as long as a human, ribbon-like, and various shades of green which allow them to easily hide among sea grass. Although exceedingly rare, when they are found it is in relatively shallow waters, either fresh or salt. Unusually for fish, they are communal, with 4d6 adult eels cohabitating in a single area, and they appear to care for and protect their young in a similar communal fashion. Although humanoids are not their natural prey, they are aggressive when defending their territories.

There are typically 1d3-1 weed eel young per adult, and they can be sold to the tables of the nobility and rich due to their excellent flavor, which is ruined when the venom glands develop with adulthood. Young weed eels can be sold for 5 sp each when fresh.

A thief can extract 1d3+1 doses of venom from an adult weed eel after its death with a successful Handle Poison check. Because of its potency, this venom is highly prized. It is also versatile, being as potent when consumed as it is through injury, although its flavor is rather rank and fishy.

Efreeti: Init +2; Atk staff +1 melee (3d8) or short bow +3 ranged (1d6); AC 18; HD 10d8+10; MV 20’ or fly 60’; Act 1d20; SP immune to fire, see below; SV Fort +7, Ref +9, Will +12; AL L.

Normal jinn-folk may be found in the Traveling Souk of Malik Aabdar, but there are greater efreet who partake both of the elemental plane of fire and the secret places of their lesser kin. Indeed, many efreet dwell in the fabled City of Brass, ruled by a powerful sultan, in a desert land with seas of flame. Efreet may be captured and forced to serve, but their hatred of such servitude, and their desire for revenge, are well known. Efreet have cruel, evil dispositions, and they will mislead or trick mortals if they are able. Although they can appear as small as (or smaller than) mortal folk if they so desire, in their natural state, greater efreet are 12 feet tall, or even taller.

Greater efreet can do any of the following once per day without requiring a spell check:

  • Grant up to three wishes. Granting a third wish always releases an efreeti from its bonds, and the creature will do its utmost to pervert the intent of any wish it grants.
  • Evoke any of the following spells, with a spell check result of 20: control fire, enlarge, fireball, flaming hands, planar step, and scorching ray.
  • Create an illusion with both visual and audile components, lasting without concentration until dispelled or touched.
  • Become invisible and/or assume gaseous form.
  • Carry up to 700 pounds without tiring, and can carry double that weight for a short time (1d6 turns afoot or 1d3 turns flying before needing to rest for at least an hour).

It is possible to capture and enslave these beings through the use of spells or magic items, although they cannot be enslaved for more than 1,001 days, or until they grant a third wish, and tales of their vengeance thereafter are terrible.

Efreet can speak their own tongue and that of any person or beast with intelligence they meet through a limited form of telepathy which enables them to speak appropriately. They can travel the astral plane, elemental planes, material planes, and to the secret places of the jinn at will.

Thursday, 14 August 2025

The Cyclopedia of Common Animals

I received my proof copies for print versions yesterday. While I thought the covers looked fantastic, there were issues with the interior. Specifically, some of the illustrations which used transparencies printed instead like photographic negatives, with the transparent portions appearing black.

I spent a good part of yesterday resolving the issues, creating new interior files, and uploading them to DriveThruRPG. As a result, though, I have to delay making print copies available until the proofs arrive. Hopefully, they will be beautiful and I can enable print then. It looks like another 2-3 weeks.

In the meantime, I have reduced the price on the pdf by $5.00 (to $7.50) until print is available. A little incentive to get this puppy into your hands as soon as possible!

I appreciate your support.

Wednesday, 13 August 2025

Let’s Convert the Monster Manual: Finishing the “D”s: Dragon Turtle, Dragonne, Dryad, and Dwarf

I am well aware that demons, devils, and dragons are useful when devising adventures, but they are less interesting to convert than the monsters remaining in the original Monster Manual. Part of this is simply because there are procedural ways to generate demons and dragons in DCC, so conversion is largely using these methods and tweaking the results to better match the original vision.

We are now about a third of the way through the monster content of this book. If that doesn’t seem like much to you, allow me to say that it seems like a lot to me.

I never used a dragon turtle in 1e, but I have used the 3e version when playtesting my own fantasy heartbreaker before settling on DCC. The DCC dragon generator allows for “turtle-like” dragons and steam breath weapons, but I am going to build my version from scratch, using the Cyclopedia of Common Animals turtles as a basis. Again, I have my eye on an eventual monster book.

I have used the 1e dryad, but AD&D’s wargaming roots show here with a creature that is a bit off to me. It is difficult to articulate exactly why, because the Monster Manual dryad isn’t really a fighter. I have included similar beings in Through the Dragonwall, and beings with a similar effect in The Revelation of Mulmo, and my goal here is to rewrite them in order to create a more fey version. In fact, though, my version is more deadly, so maybe I am completely off-base here.

Dwarves are, of course, to be found in the core rulebook, but there is no “Men and Magicians” type listing for them, so we will try to fix that here.

Dragon Turtle: Init +0; Atk bite +7 melee (1d12) or breath weapon; AC 17; HD 7d8+28; MV 10’ or swim 70’; Act 1d20; SP breath weapon (3/day, 60’ cone of steam with 20’ base, 3d8 damage, Fort DC 15 for half), capsize; SV Fort +12, Ref +0, Will +7; AL N.

Dragon turtles are highly evolved, and intelligent, reptiles, which usually inhabit desolate coastal regions but sometimes are found in large lakes. Although they prefer warm seas, they can be found in colder waters because they have their own internal heat. Some sages speculate that dragon turtles are, in fact, descended from dragons, and it is true that they have some draconic tendencies. Like dragons, dragon turtles collect and hoard treasure. Often this comes from wrecked ships, but a dragon turtle sometimes demands a toll for passage in its waters, and it has the ability to capsize even small merchant vessels (20% chance) if its demands are not met, and correspondingly smaller vessels are likewise easier for the creature to overturn.

Not every dragon turtle is the same. Roll 1d14:

1-7          No special abilities.

8              Dragon turtle can cast spells as a level 1d3 cleric.

9-10       Dragon turtle can cast spells as a level 1d5 wizard, and may be a source of spell knowledge for the spells it can cast.

11           Dragon turtle is bigger, gaining 2d4 additional Hit Dice. For every full 2 Hit Dice it increases, its attack rolls and saves gain a +1 bonus. For every 3 full Hit Dice it increases, its AC gains a +2 bonus. For every 4 full Hit Dice it increases, it gains another die of damage for its bite and breath weapon, and the save DC against its breath weapon is increased by +2.

12           Dragon turtle has legs like a snapping turtle rather than flippers like a sea turtle. Its land movement increases by +1d3 x 10’, but its swim speed decreases by the same amount.

13           Dragon turtle can pull in its limbs and eject steam from its shell, allowing it to fly with a move speed of 1d6 x 10’.

14           Roll twice and keep both results.

Dragonne: Init +3; Atk claw +6 melee (1d6+5) or bite +3 melee (1d8+3); AC 17; HD 9d8; MV 40’ or fly 60’; Act 3d20; SP roar; SV Fort +7, Ref +4, Will +4; AL N.


A gigantic lion with dragon-like scales and wings, a dragonne can use an action die to roar. All within 120’ must succeed in a DC 15 Will save or be weakened, suffering a -1d3 penalty to all Strength-based checks, melee attacks, and melee damage. Creatures within 30’ must also succeed in a DC 15 Fort save or be deafened for 2d6 hours.

Dryad: Init +2; Atk staff +1 melee (1d4) or short bow +3 ranged (1d6); AC 13; HD 2d6; MV 30’; Act 2d20; SP linked tree, tree walking, charm; SV Fort +2, Ref +5, Will +2; AL N.

All trees have spirits residing within them, but not all of these spirits can manifest themselves in the Fields We Know. Dryads, or hamadryads, are female spirits which reside within, and are linked to, oak trees. Not all oaks contain dryads, but any living oak tree might, and these beings are respected and feared by the common folk.

Oak trees hate humankind, and will revenge their slain kith if they can. Dryads can pass into and out of their tree at will, and can emerge from or travel via any oak tree within 100 yards of their linked tree. This linkage is so great that, should a dryad be forced to travel more than 300 yards from her linked tree, both she and the oak will wither and die in 1d6 weeks unless she returns. Likewise, if either the dryad is slain or the oak tree cut down, the other will wither and die in 1d6 days.

Dryads defend their trees with flint-tipped arrows and oaken staves, but they are seldom seen by groups of folk unless their trees are threatened. Solitary folk who speak with a dryad are charmed by the creature (as charm person, result 18-19) unless they succeed in a DC 15 Will save. These people are sometimes taken as lovers, disappearing from the lands we know for some time, but more often they are used as agents to protect or avenge the woodlands who are able to travel further than the dryads dare.

If a charmed person is taken as a lover, roll 1d7 + Luck modifier to determine how long they remain in the dryad’s abode:

1 or less      The lover never returns.

2-3              1d4 centuries in the Fields We Know, and the
                    lover ages 1d4 decades in the process.

4                  1d4 years.

5                  1d4 days.

6                  1d4 hours in the Fields We Know, but for the 
                     lover 1d4 years has passed.

7                  1d4 hours.

8 or more    1d4 hours, and the dryad grants their lover some boon or gift
                    (per judge).

Dwarven Commoner: Init +0; Atk staff +0 melee (1d4); AC 10; HD 1d4; MV 20’; Act 1d20; SP 60’ infravision; SV Fort +0, Ref +0, Will +0; AL L.

Dwarven Miner: Init +0; Atk pick +0 melee (1d6); AC 10; HD 1d6; MV 20’; Act 1d20; SP 60’ infravision; SV Fort +1, Ref +0, Will +0; AL L.

Dwarven Smith: Init +2; Atk hammer +2 melee (1d4+2); AC 10; HD 3d6; MV 20’; Act 1d20; SP 60’ infravision; SV Fort +2, Ref +1, Will +0; AL L.

Dwarven Master Smith: Init +3; Atk hammer +4 melee (1d4+3); AC 12; HD 6d6; MV 20’; Act 1d20; SP magic item creation, 60’ infravision; SV Fort +4, Ref +2, Will +4; AL L.

Dwarven master smiths are able to create magical armor, weapons, and metalwork as though they had the appropriate spells.

Dwarven Warrior: Init +0; Atk hand axe +2 melee (1d6+2) and shield bash +2 melee (1d3+2); AC 16; HD 1d10; MV 15’; Act 1d20 + 1d14; SP shield bash uses 1d14 action die; 60’ infravision; SV Fort +1, Ref +1, Will +1; AL L.

The average dwarven warrior wears chainmail and shield, and is armed with a hand axe.

Dwarven Lord: Init +2; Atk battleaxe +3 melee (1d10+3); AC 15; HD 3d10; MV 15’; Act 1d20; SP 60’ infravision; SV Fort +2, Ref +1, Will +1; AL L.

Dwarven King: Init +2; Atk short sword +3 melee (1d6+3); AC 15; HD 5d10; MV 15’; Act 1d20; SP 60’ infravision; SV Fort +3, Ref +1, Will +3; AL L.

These statistics may be used to represent average dwarves. If the judge wishes to differentiate mountain dwarves from those from mere hilly regions, they may allow mountain dwarves a +1 bonus to Fort saves and +1 hp per Hit Die.

Monday, 11 August 2025

Let’s Convert the Monster Manual: Tiamat, the Chromatic Dragon

Dungeon Crawl Classics doesn’t use the chromatic and metallic scheme of devising dragons which is prevalent in Dungeons & Dragons as well as in the original Monster Manual. When converting materials from D&D to DCC, I have found that completely reworking dragons into their DCC versions is the best policy. Sometimes, however, you might want to retain the original version more closely to match an environment, the dragon’s allies, or the tone of a module or module series. In converting the “name” dragons, players and judges should remember that DCC dragons are not the same as D&D dragons.

I do not believe that I ever used Tiamat as a DM, but I did encounter her once as a player. A friend of mine wanted to try DMing, and he wanted to start with a high-level game, giving us an XP budget to purchase levels and magic items, and allowing us to choose our own spells. I cautioned him against this, as the complexity of such a game and understanding just what high-powered 1e character could do (especially using Unearthed Arcana), but he forged ahead. In his mind, we would go on a grand campaign to defeat Tiamat. In reality, we went directly to her lair where, before she could act her consorts were all dead and she was nearly so. The combat, as I recall it, lasted one round, culminating in a retributive strike that killed Tiamat but which my wizard survived.

Good times. It was fun, but the DM was left stunned.

The dragon generator at Purple Sorcerer Games is highly recommended in this regard.

Tiamat, the Chromatic Dragon: Init +19; Atk claw +20 melee (1d8) or bite +20 melee (1d12) or tail slap +20 melee (1d20) or breath weapon or spell; AC 29; HD 19d12 (128 hp); MV 80’ or fly 160’; Act 8d20; SP breath weapon (1/day, cone of acid 40’ long with 20’ base, damage equal to Tiamat’s hit points, Fort DC 29 half), breath weapon (1/day, electricity, 1d4 line arcs 3d6 x 10’ long, damage equal to Tiamat’s hit points, Ref DC 29 half), breath weapon (1/day, cloud of poison gas 30’ radius up to 90’ away, Fort DC 29 or die), breath weapon (1/day, line of fire 120’ long and 10’ wide, damage equal to Tiamat’s hit points, Ref DC 29 half), breath weapon (1/day, cone of cold 60’ long with 20’ base, damage equal to Tiamat’s hit points, Fort DC 29 half), independent heads, retinue, frightful presence (Will DC 29 or flee in terror 1d4 turns), planar travel, devilish regeneration; SV Fort +19, Ref +19, Will +19; AL C.

Spells (+12 to spell check): (black) choking cloud, color spray, (blue) detect invisible, detect magic, (green) dispel magic, gust of wind, (red) lightning bolt, magic shield, (white) mirror image, and planar step.

Tiamat lairs upon a hell-plane which it is said she rules, and there she spawns evil chromatic dragons with her constant paramours – one of each chromatic dragon type, each of whom are among the most powerful of their kind. Tiamat has five heads, one for each type of evil chromatic dragon, each with its own breath weapon. The color of each head runs the length of their respective necks and into the forepart of Tiamat’s body as stripes, gradually blending over her back.

Tiamat’s heads can act or be targeted independently, taking 26 hit points of damage each before being put out of commission, but this damage does not affect her body. Each of Tiamat’s heads can cast two spells, as indicated above. When a given head is out of commission, she can no longer cast the associated spells. Because of this, Tiamat does not have an additional action die for spells, but must give up a bite attack for each spell she wishes to cast.

Tiamat can travel the planes noncorporeally at will, but if all heads are put out of commission, or her body is reduced to 50 hp or less, she is banished back to her own plane. While in this hell-plane, she regenerates all damage within 24 hours. Only if reduced to 0 hp in her own lair can Tiamat be truly destroyed.

Tiamat exemplifies the arrogance and greed of the worst of dragonkind. She hates all good as fiercely as she loves cruelty, and those who wish to obtain a patron bond with her must first convince an evil chromatic dragon to tutor them in the specifics of the ceremony. Both the dragon tutor and Tiamat will demand much treasure for this consideration, and none may bond with the chromatic dragon without undertaking 1d4+1 quests on her behalf. For her part, Tiamat hopes the weak and foolish will destroy themselves, leaving only the strongest to toil on her behalf.

Invoke Patron check results:

12-13     The insignificance of the caster causes Tiamat to barely pay attention to the invocation. She restores one lost spell to the caster’s mind before turning her attention elsewhere.

14-17     The caster breathes a cone of cold 40’ long with a 10’ base, causing 1d6 + CL damage to all creatures caught within it (Fort save DC 15 for half).

18-19     The caster breathes lightning in 1d4 lines, each 2d6 x 10’ long and 2’ wide. Any creature caught by these lines takes 2d7 + CL damage (Reflex DC 15 for half).

20-23     The caster spits a gout of acid in a 60’ cone with a 30’ base. All creatures in this area take 3d8 + CL damage (Fort DC 20 for half). Worse, any creature that fails this save takes an additional 1d8 damage each round for 1d6 rounds, as the acid eats into their flesh.

24-27     The caster breathes a 20’ diameter cloud of poisonous gas up to 20’ away. Any creature caught within this cloud, which persists 1d6 rounds, must succeed in a DC 20 Fort save or die.

28-29     The caster feels fire inside their lungs, and gains the ability to breathe fire in a 60’ cone with a 20’ base. The caster gains 1d5 +CL d10 for damage, and can divide those up however they desire, so long as at least 1d10 damage is done. The caster can breathe fire so long as they have any dice left for damage. When all the dice are used, the burning sensation is gone, and the caster can no longer use this ability. Every creature caught by the cones of fire takes damage (Reflex DC 25 for half).

30-31     The caster gains a pool of 5d5 +CL d12 which can be used to harness breath weapons. Each time  the caster decides to use a breath weapon, they must decide how many dice from the pool to use for damage, and then roll 1d5 to determine the form that the breath weapon takes. Every creature caught in the breath weapon is affected. When all the dice are used, the caster can no longer use this ability.

To determine the form of the breath weapon, roll 1d5: (1) cone of acid 40’ long with 20’ base, Fort DC 30 for half damage, (2), 1d4 line arcs of electricity, 1d6 x 10’ long each, Reflex DC 30 for half damage, (3), cloud of poison gas 20’ radius up to 10’ away, no damage (dice committed are lost) but Fort DC 30 or die, (4), line of fire 60’ long and 10’ wide, Reflex DC 30 for half damage, or (5) cone of cold 60’ long with 20’ base, Fort DC 30 for half damage.

32+         Tiamat transforms the caster instantly into a chromatic dragon. Roll 1d6 for type: (1) black, (2) blue, (3) green, (4) red, (5) white, or (6) allows caster to choose. The caster gains the attacks (including the action dice needed to use them, but not attack modifiers), AC, movement, save Reflex and Fortitude save modifiers, and breath weapon of the dragon type, but no additional abilities. The caster may still use spells as normal.

                This transformation lasts until the caster wills it to cease. Within the first CL hours, the caster may simply choose to end the transformation. Thereafter, the caster must succeed in a Will save to do so (DC 5 + full days spent in draconic form). Failure means that the caster cannot end the transformation that day.

If the caster ever rolls a natural “1” on this save, or if the DC is allowed to rise to 35, the caster completes transformation into a dragon of that type. Their old life and memories fall away and they become NPC monsters under the control of the judge. Should the caster’s companions be present when this occurs, things will probably take a turn for the worse.