Thus far, you have full conversions of the Fiend Folio, the Monster Manual, and the Melnibonéan Mythos from the Deities & Demigods cyclopedia. Ultimately, this was a lot of fun to do, but a fair amount of work as well. On my Patreon I am doing more conversions, some of which (but not all) will
eventually be posted here. With various other projects on the go, my time is
tighter than it was, and I require more time to do things.
If you use any of these conversions, I would love to hear about
it! I love doing this work, and I love sharing with the community, but my health is not the best and I have to make hard decisions about how I spend my energy.
I know that comments have to be approved, and that this is a pain,
but it protects us both from spam comments and unsavory types (such as stalkers
who like to snipe from the shadows). I promise you that I read every
well-meaning comment, and I let them through as soon as I see them.
Wraiths are non-corporeal un-dead which are sometimes found on old battlefields, but which are not bound to the location of their deaths. Although wraiths shun and abhor sunlight, they are not harmed by it.
Based off of this post.
Wyvern: Init +7; Atk claw +5 melee (1d8) or bite +8 melee (1d12) or tail sting +8 melee (1d12 plus venom); AC 17; HD 7d12; MV 40’ or fly 80’; Act 2d20; SP venom (1d3 Strength plus DC 17 Fort or 1d6 Stamina); SV Fort +7, Ref +7, Will +7; AL C.Wyverns are related to dragons, but they are not nearly as smart and they have only two legs. Their tails end in venomous stings, which are thankfully less potent than the venoms of some true dragons. A thief can extract 1d5 doses of venom from a slain wyvern with a successful Handle Poison check, and may make 1d3+2 attempts before the wyvern’s venom runs dry.
Xorn: Init –5; Atk claw +3 melee (2d6) or
bite +1 melee (2d8); AC 22; HD 4d8+16; MV 30’ or swim through stone 60’; Act
3d20; SP DR 10/magic, ignore stone at will, transport to Elemental Plane of
Earth, infravision 60’, see through stone 30’, smell gems and precious metals
120’, swim through stone; SV Fort +22, Ref –2, Will +10; AL N.
Small Xorn: Init –4; Atk claw +1 melee (2d6) or
bite +0 melee (2d8); AC 20; HD 2d8+8; MV 30’ or swim through stone 60’; Act
3d20; SP DR 10/magic, ignore stone at will, transport to Elemental Plane of
Earth, infravision 60’, see through stone 30’, smell gems and precious metals
120’, swim through stone; SV Fort +20, Ref +0, Will +8; AL N.
Large Xorn: Init –7; Atk claw +6 melee (2d6+3) or
bite +3 melee (2d8+3); AC 24; HD 8d8+8; MV 30’ or swim through stone 60’; Act
3d20; SP DR 10/magic, ignore stone at will, transport to Elemental Plane of
Earth, infravision 60’, see through stone 30’, smell gems and precious metals
120’, swim through stone; SV Fort +25, Ref –4, Will +15; AL N.
Xorns have the ability to teleport from the elemental plane of earth to the material plane and back once every three centuries, and are able to transport up to three willing creatures no larger than themselves when doing so. They can swim through earth and stone at will, as though it were water, leaving no opening behind them.
Likewise, they can treat earth and stone as solids whenever it suits them. This is a natural part of any move action they take, and makes it extremely easy for a xorn to escape almost any conflict that is going poorly, although they cannot transport other creatures through stone or earth in this manner. In addition to having infravision to a range of 60 feet, xorn can see through solid earth or stone to a range of 30 feet.
Xorn eat precious metals and gems, which they can scent at a range of 120 feet, even through solid earth and stone. They usually only come into conflict with beings from the material plane over these “tasty treats”. Often, xorn attacks can be headed off by offering some portion of treasure (typically 50 gp x the xorn’s Hit Dice), and in some cases xorn have carried adventurers to the elemental plane of earth in exchange for precious metals and gems worth 100 gp x the xorn’s Hit Dice, per person carried.
Sometimes, undigested gems may be found within a xorn’s primary stomach. In addition, it is 20% likely that a xorn on the material plane is encountered within 100 yards of a seam of metallic ore. Such as seam is able to produce 10d6 x 100 lbs. of refined metal if the labor necessary to follow, extract, and smelt the ore is performed (1d6 days of labor per 10 lbs.).
There is a further 10% chance that, after 2d6 days of labor, another vein is located, intersecting the first. Determine value and type randomly, as with the first vein. There is a 5% chance of encountering a third intersecting vein, a 2% chance of a fourth, a 1% chance of a fifth, and a 1% chance of additional veins thereafter until no vein is encountered.
From this post.
Yeti: Init +2;
Atk claw +7 melee (1d8+3) or bite +5 melee (1d5+4); AC 14; HD 10d8; MV 40’ or
climb 30’; Act 2d20; SP rend for 2d8, stunning cry or gaze (1d6 rounds, Will DC
10), radiate cold (1d6, Fort DC 15 for half); SV Fort +8; Ref +6; Will +10; AL
C.
Yeti are large, ape-like monstrous humanoids dwelling in the cold, high regions of the world. Their fur is a dirty white, and their eyes blaze with reddish or yellowish light. They are often described as smelling faintly like skunk spray.
Yeti are believed to be shy and secretive, avoiding encounters with intelligent creatures more often than attacking. As a result, yeti tracks are seen more often than the creatures themselves. However, reports claim that yeti sometimes trail folk travelling the high passes, learning what they can about them. Sometimes, this results in an attack, and when a yeti chooses to attack, its attack can be devastating.
A yeti attacks with claws and fangs. Its weird, ululating cry can freeze opponents in terror, as can its malevolent gaze. A yeti can use its cry with an Action Die, or its gaze against a single opponent as part of a move or attack, once per round. Those who hear the cry or meet the gaze must make a save (Will DC 10) or be stunned for 1d6 rounds, and unable to take any action. In addition, the yeti’s body radiates intense cold, so that any creature engaged in close melee combat with a yeti takes 1d6 points of cold damage each round (Fort DC 15 for half).
A yeti that hits with both its claw attacks can rend for an additional 2d8 damage.
Yeti sometimes lead bands of white ape-men (see the core rulebook, p. 395). They may keep shiny objects, but the remainder of their treasure is usually found in some hidden area where they store the remains of their victims. For some reason, yeti are attracted to holy relics and clerical scrolls, and hoard the writings of mountain priests. There are rumours that yeti with dark fur roam some isolated temperate forests, occasionally terrorizing the inhabitants of remote settlements, hunting cabins, and logging camps.
Yeti will attack lone travelers without reservation, but may observe a group for many days prior to making any attack. They observe from a distance, using stealth. There is a 20% chance that a yeti will use its cry, observing the effect on travelers (and avoiding those who seem to easily resist repeated attempts); there is a 10% chance each time that a distant yeti will return the cry (with the same effects). If a yeti observes a group already engaged in a dangerous encounter, it is 75% likely to use its cry.
When an actual attack is made, the yeti chooses some location that allows it to get close without being observed. The yeti then uses its cry, charges, grapples a random character, and carries him off (the victim is subject to the yeti’s gaze and cold aura). The yeti will choose an ice or rock crevice if possible, so that pursuing creatures must use a hazardous route to overtake it. The yeti is 50% likely to have piled rocks atop the crevice to drop on pursuers (2d4 rocks, causing 2d10 damage each). It is 25% likely to use its cry, possibly causing stunned climbers to fall to their deaths.
Yeti prefer intelligent victims to unintelligent ones, and thus always choose humans and their close kin over pack animals. Once the yeti has secured a victim, it will tear it limb from limb, consuming the victim over a period of several hours. Thereafter, the yeti will plan one ambush attack every 24 hours (60% at night, 25% during daylight hours, and 15% either at dawn or dusk) to renew its food supply. This will continue until the yeti is slain, or until the group escapes its territory. Worse, there is a cumulative 5% chance ever 24 hours that an additional yeti will begin making raids on the group.
Taken from this post. For fun and contrast, also look at this post.
Zombie: See the core rulebook, page 431.









