Friday, 19 December 2025

Let’s Convert the Monster Manual: Giant Sea Horse, Sea Lion, Shadow, Shambling Mound, Shark, and Shedu

When I didn’t include giant sea horses in the Cyclopedia of Common Animals, I know that I let Aquaman down. That is corrected here. Last post in the series included the sahuagin; although this one includes sharks it directs to the Cyclopedia of Common Animals, which includes a great many types of shark.

Way back when I converted the lammasu, I noted that, mythologically speaking, this was the same creature as the shedu. I realized then that, when we reached this point, I would have to either create a new version or let it stand as-is.  I have decided to make the shedu a “lesser lamassu”, which seems relatively fitting here and may make some conversions easier. The change in spelling is intentional.

Speaking of easy conversations, I had already provided a shambling mound conversion for Castle Xyntillan, making its inclusion here fairly simple.

The sea lion showcases the value of the Cyclopedia of Common Animals to at least some degree, as the creature can be statted out simply by modifying the lion entries in that work. Similarly, if one went the “sea cat” direction of some later editions, one could use the Cyclopedia to quickly stat out sea leopards, sea tigers, sea bobcats, and even sea versions of household cats. But why stop there? Sea wolves, sea bears, sea elephants, and so on are equally possible. In the Middle Ages, there was a belief that every creature on land had its counterpart in the ocean, and that could be true in your world.

Giant Seahorse: Init +4; Atk butt +0 melee (1d3); AC 16; HD 3d4; MV swim 50’; Act 1d20; SV Fort +4; Ref +3; Will +0; AL N.

Giant seahorses are large enough to be ridden by human-sized humanoids, and intelligent enough to be trained for the saddle. While not the fastest creatures in the ocean, they do not tire easily. Like their smaller kin, they are found in tropical to warm temperate waters.

Sea Lion: Init +3; Atk claw +5 melee (1d4+5) or bite +2 melee (1d6+3); AC 17; HD 6d8; MV 20’ or swim 50’; Act 1d20; SV Fort +5, Ref +4, Will +2; AL N.

These aquatic creatures have the forequarters of a lion and the hindquarters of an enormous fish. They are sometimes encountered in even colder temperate waters, and, as air breathers, they tend to lair in coastal sea caves where they can sleep during low tide without fear of drowning.

Sea Change: To turn a terrestrial animal into an oceanic one, add +2 to AC to account for scales, unless the creature is already armored. Move is reduced by 20’, and a swim speed (equal to the original move speed + 10’) is added. For birds, consider using fly speed -10’ for their swim speed, if that gives a higher result.

You will have to look at any special abilities and remove or modify them it they make no sense in an aquatic environment. Sea elephants, for instance, shouldn’t trample opponents.

Shadow: See the core rulebook, pages 425-426.

Shambling Mound: Init +0; Atk tendril +4 melee (10’ reach, 1d8); AC 18; HD 8d8 (28 hp); MV 20’; Act 2d20; SP plant, enfold, immunity to fire, half damage from cold and weapons, electricity adds 1 Hit Die (but then does normal damage); SV Fort +8, Ref -2, Will +0; AL N.

Enfold: If both tendrils strike the same victim, they are drawn within the shambling mound and begin to suffocate, taking an automatic 1d4 temporary Stamina damage each round. The victim can escape with a DC 20 Strength check, but can take no other physical actions while enfolded. If a shambling mound is damaged, any enfolded victims suffer half damage. A shambling mound can only enfold a single victim per 4 full Hit Dice, but victims die at 0 hp and can be expelled to allow a new victim to be enfolded. Survivors recover all temporary Stamina damage after 10 minutes of unrestricted breathing.

Shark: See the Cyclopedia of Common Animals. In addition to generic sharks of various sizes, the Cyclopedia includes bull sharks, goblin sharks, great white sharks, hammerhead sharks, lemon sharks, nurse sharks, three types of reef shark, thresher sharks, tiger sharks, whale sharks, zebra sharks, and zebra bullhead sharks. That isn’t every type of shark in the world, but it is enough to supply some variety.


Shedu:
Init +4; Atk trample +5 melee (1d8+4); AC 16; HD 8d6+16; MV 40’ or fly 60’; Act 1d20; SP non-corporeal; SV Fort +10; Ref +6; Will +15; AL L.

Sometimes known as “lesser lamassu”, these creatures are similar in appearance, but larger and more martial than lamassu. Shedu are capable of using their action die to become non-corporeal or return to corporeality. When non-corporeal, they can pass through walls and are immune to the attacks of non-magical weapons.

Although extremely rare, shedu may sometimes be encountered in arid lands, where they give battle to chaotic creatures and aid lawful communities. Although they do not have the spellcasting abilities of lamassu, shedu are also agents of the celestial gods, and their advice may be sought by those knowing where to find such a creature.

No comments:

Post a Comment