I was not exactly wealthy growing up.
When I moved from Holmes
Basic to AD&D 1e, the first
book I was able to buy was the Fiend Folio, and this was after
working a summer at the Youth Conservation Camp in Minong Basin, Wisconsin. The
first book I could access was the Dungeon
Master’s Guide, because I had players who were better off than I was. If
you are wondering why “Make Monsters Mysterious” resonates so powerfully with
me, in those days I was operating for about two years without a proper monster
book and only sporadic access to the DMG and Player’s Handbook. I had
literally copied out the material I needed like a medieval scribe, and like the
scribes of yore, thing weren’t always transcribed correctly! The DMG
contained an appendix of statistics from the Monster Manual. Without
the Monster
Manual, trying to figure out what some of these creatures were was
challenging. Eventually, I was able to obtain the Monster Manual and learn
that a roper was not actually a horse-like predator with lariat-like
snout-tentacles!
I’ve been asked to convert the original Monster Manual in a
manner similar to my conversion of the Fiend Folio. I am going to do this a
bit differently, though, and just try to stick to the essence of creatures
without referring to the text of the original work in some cases. This is, in part, because
of my plans to create a monster book in the upcoming year. For fun, where I was
wildly off on imagining some creatures before I got an actual Monster
Manual, I will try to stat out my teenaged ideas as well.
My plan is to give statistics for roughly three monsters per
post.
Here we go.
Aerial
Servant: I feel that the invisible
companion spell, on pages 173-174 of the DCC core rulebook, more than adequately covers this entry.
Anhkheg: Init +2;
Atk claw +3 melee (1d6) or bite +2 melee (1d8) or spit acid; AC 16; HD 3d8; MV
40’ or climb 20’ or burrow 20’; Act 2d20; SP surprise (DC 20 Intelligence
negates), grasp, spit acid; SV Fort +4; Ref +2; Will +0; AL N.
These giant arthropods are built like a nightmare cross
between a centipede and a praying mantis. They burrow beneath the ground, lying
in wait with only their antennae exposed. They are able to sense the subtle
tremors of creatures moving upon the land, up to 500 feet away, and burst
upward from their shallow tunnels when something suitably large comes near.
Attacking in this way, an anhkheg almost always gains a surprise round,
although a DC 20 Intelligence check negates this, as may other circumstances as
determined by the judge.
An anhkheg which hits the same target with both mantis-like
claws grasps the target, doing an automatic 2d4 damage each round and gaining a
+4 bonus to bite the grasped target. A successful DC q5 Strength check or
Mighty Deed can free the victim.
An anhkheg can spit a glob of powerful stomach acid once
every 1d4 rounds. This targets a single creature, which must succeed in a DC 12
Reflex save or suffer 4d4 damage. There is a 1 in 4 chance that a single dose
of this acid can be taken from a slain anhkheg’s stomach with a successful
Handle Poison check. Alchemists and similar characters are considered trained
in this check, and a glass container must be available to store the acid in.
Giant Ant:
Giant ants are covered on pages 294-395 of the core rulebook. 1 in 7 groups of
giant ants has a special ability, as indicated below (roll 1d4):
(1) Jumping: Some
ants are capable of using their two rear sets of legs together in order to
jump. A giant ant with this quality can
jump up to 20 feet forward and 10 feet upward.
(2) Spraying: These
ants can spray a stream of formic acid from their abdomens. Giant ants can make a ranged attack roll, spraying
up to 30 feet, with a +2 bonus to hit for 116 damage.
(3) Trap-Jaws: These
ants do not let go once they bite, automatically doing normal bite damage each
round after the initial bite. In
addition to the damage, characters bit by these ants are considered to be
grappling with them (a DC 15 Strength check can force the jaws apart). The jaws remain clamped fast (and the
character remains grappled) even after the ant is killed.
(4) Venom: These ants
are poisonous. In addition to damage,
the bites require a DC 15 Fort save to avoid suffering 1d6 points of Stamina damage
for 1d4 rounds.
This entry uses material from this
post. You will note that I toned down the original.
Ape: The
Cyclopedia
of Common Animals covers a plethora of ape types.
If you are a regular reader of this blog, and not a member of my Patreon, you may be forgiven for wondering just what the Cyclopedia of Common Animals is. It is just what it says on the tin, with over 500 statblocks for everything from areas infested by gnats or mosquitoes to the largest of dinosaurs. Domesticated animals of all types are included, lots of venomous critters (like spiders and snaked), game stats for illnesses transmitted by ticks and mosquitoes, stats for rabies, and the like.
Whether you are looking for a giant banana spider, a honey badger, a giant shrew, or that chicken your 0-level farmer is carrying around, there is a good chance that you can find it in the Cyclopedia.
Axebeak: Init +2;
Atk beak +5 melee (1d8) or claw +2 melee (1d10); AC 14; HD 5d6; MV 40’; Act
1d20; SV Fort +4; Ref +3; Will +0; AL N.
This horrifying flightless bird has a thick, sharp beak
which it can wield with deadly force as well as sharp-clawed legs which can
eviscerate opponents. They are large enough to be ridden by humanoids wearing
nothing heavier than chaimail, and have been domesticated in some dark corners
of the world.