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.)

 

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