Friday, 17 October 2025

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

This entry was built off the mantichore from White Out.

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

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

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

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

Mastodon: See the Cyclopedia of Common Animals

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

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

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

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

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

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

 

 

 

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