Sunday, 21 December 2025

Let’s Convert the Monster Manual: Shrieker, Skeleton, Giant Skunk, Slithering Tracker, Giant Slug, Giant Snake, Spectre, and Sphinx

Lots of conversions for you today!

In fact, let's call it a Yuletide Miracle, because I wasn't planning on posting this until after Boxing Day. Yet, after being visited by three ghosts last night (four if you count Marley's ghost), my heart grew three sizes. So here are some beasts to roast and carve. 

The various sphinxes are from Creatures of the Sands, but there are plenty of new conversions here. I had done a shrieker conversion for Purple Duck (Purple Mountain II: Desolate Dwarven Delve), but I didn’t reference that for this conversion.

Skeletons, shriekers, and giant snakes are all creatures I have used relatively frequently, and is fitting that the core rulebook covers two of these. Or mostly covers them, as I have had a bit to add to giant snakes.  Sphinxes are also an excellent monster for campaigns in regions suited to using them, and they are also monsters I have used fairly regularly. The idea that sphinxes may hold spell knowledge in DCC makes their inclusion invaluable.

The remainder are good monsters that I have used infrequently, largely because they can be devastating to encounter. The flavor of these monsters is excellent, though, and I hope my versions of them meet with your approval. In the early days of the hobby, the idea of killing a PC through a slithering tracker, or taking away 2 levels with a single attack might have been easier to swallow than they would be today. My spectre may be gentler (especially if you have access to restore vitality), but my slithering tracker is not. In the case of the slithering tracker and the giant slug, I have tried to give a little more guidance as to description in one case or abilities in the other than the original Monster Manual did.

Anyway, today’s post includes a dozen statblocks. I hope that you find them useful!

Shrieker: Init always last; Atk none; AC 13; HD 3d6; MV 5’; Act 1d20; SP plant, shriek; SV Fort +6; Ref -10; Will +0; AL N.

These slowly-ambulating fungi are about as tall as a halfling, with thick, leathery bodies that can survive a fair amount of abuse. They feed on carrion and, although incapable of attacks themselves, they have the means to ensure a reasonable food supply. Light or movement within 30 feet of a shrieker cause the fungus to emit a loud and high-pitched shrieking noise which can be heard from a great distance. Each round of shrieking, there is a 1 in 6 chance of a random encounter (in addition to any set encounter the shrieking triggers). The fungus continues to shriek for 2d6 rounds even after it detects neither movement or light, and even after it stops there is a 1 in 10 chance per round of a random encounter being drawn to the shrieker’s location each round for the next 3d10 minutes.

Random encounters may be able to track adventurers, but, if they cannot silence a shrieker quickly, retreat is often the best option they may have. Judges are encourages to have distance shrieker noises heard occasionally by characters exploring vast dungeons or cave systems.

Skeleton: See the core rulebook, pages 426-427.

Giant Skunk: See the Cyclopedia of Common Animals.

Slithering Tracker: Init +0; Atk touch +3 melee (paralysis); AC 15; HD 5d8; MV 30’; Act 1d20; SP paralysis (1d6 hours, DC 15 Fort negates), tracking, semi-fluid, blood drain (1d3 Stamina per turn), stealth +18; SV Fort +3, Ref +2, Will +4; AL N.

This creature is an evolved type of primordial slime, no more than 3 feet long, which moves in a puddle shaped much like a flattened snake. Because they are semi-fluid, they can pass through almost any aperture not less than three inches in diameter. Flattened out, they can easily pass beneath most doors. Because they are almost transparent, they nearly always gain a surprise round – when discovered before this, it is usually because a slithering noise made their prey wary.

As their name suggests, slithering trackers are nearly faultless trackers, and once they have begun trailing a target they seldom stop unless killed or something (such as taking a ship) stymies the trail. Many an adventurer may curse trudging in the rain back to town after a dungeon raid, but slithering trackers do not hesitate to leave the underworld, or to enter civilization, and a heavy enough downpour may wash the adventurers’ tracks and scent away.

Slithering trackers do not attack immediately, in general, but wait to get their chosen target alone. Their only useful melee attack paralyzes targets for 1d6 hours unless a DC 15 Fort save is successful. Once a victim is paralyzed, the slithering tracker spreads out across the body and slowly begins draining blood plasma, causing 1d3 Stamina damage per turn. If the victim’s Stamina reaches 0, they die. A victim in contact with a slithering tracker when paralysis wears off must succeed in another DC 15 Fort save or be paralyzed anew. It is possible, though unlikely, that a victim might survive the blood plasma draining, become mobile again, and escape or fight the monster off without outside help.

Be thankful that these monsters are seldom encountered.

Giant Slug: See the core rulebook, pages 427. The underdark slug in the core rulebook is not as large as the one in the Monster Manual, so I have included an additional statblock below.

Giant Slug: Init -6; Atk bite +4 melee (1d12) or acidic spit +3 ranged (acidic spit); AC 12; HD 12d6; MV 20’ or burrow 1’; Act 1d20; acidic spit (SP 60’ range, 3d6 damage, DC 13 Fort for half), half damage from bludgeoning weapons, possible slime; SV Fort +10, Ref -10, Will -4; AL C.


Giant slugs are horrendous creatures which can spit acid, and use their rasping tongues to slowly burrow even through solid stone. At the judge’s discretion, their slime trails may have traits similar to underdark slugs (core rulebook, page 427).



Giant Snake: See the core rulebook, page 428, for giant constrictors, poisonous snakes, and spitting snakes (boas, cobras, and vipers). See the Cyclopedia of Common Animals for giant sidewinders and giant sea snakes. The giant sea snake in the Cyclopedia is not a destroyer of ships, so I include another statblock below.

Amphisbaena: : Init +6; Atk bite +8 melee (3d6 plus venom); AC 16; HD 4d8; MV 30’; SP venom (DC 12 Fort or 1d4 Stamina); Act 2d20; SV Fort +6, Ref +4, Will +2; AL N.

Amphisbaenas are simply snakes with a second head instead of a tail. To make an amphisbaena from any serpent, simply add an extra action die for the second head. Normal-sized snakes as well as giant snakes can be modified this way, although amphisbaenas are far more likely to be venomous snakes than constrictors. These stats were modified from the giant viper in the core rulebook.

Hoop Snake: This snake can form a rigid “hoop” by keeping its tail (or second head, if an amphisbaena) near its head, using an action die. It can then roll along at twice its normal move speed, and can still attack at the end of its move if it has an available action die to do so.

Colossal Sea Snake: Init -4; Atk bite +4 melee (1d12 plus venom) or crush ship; AC 18; HD 10d8; MV swim 70’; Act 1d24; SP venom (3d6 damage plus Fort DC 16 or death), crush ship, crit 20-24; SV Fort +12, Ref +0, Will +8; AL N.

Sea serpents of incredible size, there is only a 1 in 5 chance that sighting such a creature results in an attack. The initial attack of a colossal sea snake is to coil about the ship (assuming that such is present), an attack which takes 1d6 rounds for the creature to accomplish. Once it has succeeded at this, the snake crushes the ship, which requires no action die. For a normal-sized galley, there is a cumulative 1 in 10 chance of sinking the ship per round. Smaller ships are easier to sink (1 in 8, 1 in 7, 1 in 6, and so on), while larger ships are harder to sink and take longer to coil around (+1 round per die shift).

When a colossal sea snake attacks a ship, it is usually because it has mistaken the vessel for a prey item. In this case, it ignores life boats and those fleeing into the air or water. If it is attacked by those on the ship, however, it may use its venomous bite against them.

Thieves can recover 1d6 doses of venom from a slain colossal sea snake, if they manage to gain access to its body, with a successful Handle Poison check. This check has a -1d shift due to the nature of the creature it is being collected from, but a thief may make 3d6 attempts if they have access to the body long enough.

Spectre:
Init +2; Atk non-corporeal touch +3 melee (1d6 cold plus life drain); AC 10; HD 5d12; MV fly 40’; Act 1d20; SP un-dead traits, life drain (DC 13 Will or 1d4 permanent Stamina damage), create spawn, immune to non-magical weapons; SV Fort +2, Ref +4, Will +8; AL C.

Spectre Spawn: Init -2; Atk non-corporeal touch +0 melee (1d3 cold plus life drain); AC 10; HD 3d12; MV fly 40’; Act 1d20; SP un-dead traits, life drain (DC 13 Will or 1d3 Stamina damage), immune to non-magical weapons; SV Fort +0, Ref +2, Will +2; AL C.

A particularly powerful and nasty type of ghost (see core rulebook, pages 413-414), specters are intelligent and evil. Unlike many ghosts, they actively conceal the means by which they may be laid to rest, for they revel in their un-death. Unless a spectre is permanently lain to rest, anyone slain by a spectre arises as a spectre spawn 1d3 nights later. It may take decades for a spectre spawn to become a full spectre, and until that time they may be laid to rest by permanently laying to rest the “parent” spectre. This often revolves around righting some wrong the spectre performed in life or destroying some object that binds it to the Lands We Know.

Androsphinx: Androsphinx: Init +5; Atk claw +6 melee (1d6); AC 16; HD 6d8+6;  MV 40’ or fly 50’; Act 2d20; SP spellcasting; SV Fort +5, Ref +4, Will +8; AL L.

Criosphinx: Criosphinx: Init +4; Atk ram + 5 melee (1d6+2) or claw +3 melee (1d4); AC 15; HD 4d8+4; MV 40’ or fly 50’; Act 1d20; SV Fort +6, Ref +2, Will +1; AL N..

Gynosphinx: Init +6; Atk claw +5 melee (1d6); AC 17; HD 6d8+6; MV 40’ or fly 50’; Act 2d20; spellcasting; SV Fort +5, Ref +5, Will +6; AL N.

Small Gynosphinx: Init +7; Atk claw +5 melee (1d4); AC 18; HD 2d8+4; MV 30’ or fly 50’; Act 2d20; SV Fort +3, Ref +7, Will +5; AL C.

Hieracosphinx: Init +4; Atk claw +5 melee (1d4) or bite +3 melee (1d6); AC 15; HD 5d8+5; MV 40’ or fly 50’; Act 3d20; SV Fort +5, Ref +2, Will +2; AL N.

The names of the various types of sphinxes come to us from the ancient Greeks, and particularly by Herodotus when he travelled to Egypt. All sphinxes have leonine bodies and bird-like wings, but there are several different types which may be encountered.

Androsphinxes are the largest group, with make human heads. These sphinxes serve as guardians, and generally ally themselves with the gods of Law. Androsphinxes have the spellcasting abilities of level 1d3 clerics, including the ability to turn the unholy and lay on hands.

Criosphinxes have the heads of rams and are not particularly intelligent. 


Gynosphinxes have female human heads, and come in two varieties, both of which love esoteric knowledge.  The larger gynosphinxes can cast spells as level 1d5 wizards, and may sometimes be sought for spell knowledge. These sphinxes may sometimes act as guardians, but more commonly seek their own pleasure. They are not evil, or even ill-willed, but they do seek a high price for knowledge gathered over centuries.

Smaller gynosphinxes are decidedly malevolent. Although they may be dispatched by the gods to punish transgressors, in truth they do not care who gets punished, and they will kill and devour all they can until their proper target should appear. Like their larger kindred, these sphinxes love knowledge, and particularly love riddles. It is a favorite game to ask a riddle of their intended prey, who – if they can answer correctly – may be allowed to go free unscathed.

Hieracosphinxes are falcon-headed and intelligent. They have been known to aid humans, acting as guardians or hunters, but they are equally likely to be encountered raiding livestock, or far in the wastes where all but the most hardy travelers may be avoided. Hieracosphinxes have a great store of wisdom, but only those who understand the languages of hawks and eagles may prise secrets from them successfully.



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.

Friday, 12 December 2025

Let’s Convert the Monster Manual: Sahuagin, Salamander, Satyr, Giant Scorpion, and Sea Hag

Here are some monsters that I think most of us have used. Sahuagin raiders on a port town is a classic.

Sahuagin Warrior: Init +2; Atk spear +3 melee (1d8+1) or claw +3 melee (1d3) or bite +1 melee (1d6); AC 12; HD 2d8+2; MV 25’ or swim 50’; Act 1d20; SP control sharks, grapple ships; SV Fort +2, Ref +3, Will +5; AL C.

Sahuagin Mutant: Init +2; Atk spear +3 melee (1d8+1) or claw +3 melee (1d3) or bite +1 melee (1d6); AC 12; HD 2d8+2; MV 25’ or swim 50’; Act 2d20; SP control sharks, grapple ships, four arms; SV Fort +2, Ref +3, Will +5; AL C. (Four arms.)

Sahuagin Mutant: Init +2; Atk spear +4 melee (1d8+2) or claw +4 melee (1d3+1) or bite +2 melee (1d6+1); AC 12; HD 3d8+3; MV 25’ or swim 50’; Act 1d20; SP control sharks (6 HD), grapple ships, psionic attack (120’ range, 1d8 dam, Will DC 13 half); SV Fort +2, Ref +3, Will +5; AL C. (Larger, shark-attuned, psionic.)

Sahuagin Mutant: Init +2; Atk spear +5 melee (1d8+3) or claw +5 melee (1d3+2) or bite +3 melee (1d10); AC 12; HD 4d8+4; MV 25’ or swim 50’; Act 1d20; SP control sharks, grapple ships; SV Fort +2, Ref +3, Will +5; AL C. (Larger twice, feral bite three times.)

Cunning and savage fish-folk, the sahuagin hate everybody. Especially aquatic elves…perhaps by extension all elves. They attack ships. They work well with sharks, which they can command, so perhaps they don’t hate everything. The sahuagin are subject to mutation, sometimes having four arms. They are also, apparently, sometimes far more human-like and at other times far more fish- or shark-like in their skeletal structure.

Elves have always gained their magical powers by making pacts with supernatural entities – powerful demons, nature spirits, fey lords, and eldritch beings from the dawn of time. Thousands of years ago, on the Isles of Sahua, there was a group of elves whose devotion to the shark-god, Kuawangu. They fed slaves to the sharks in His sacred pools, and in return they gained the bounty and protection of the seas.

Sahua is long gone, brought beneath the waves in a fiery volcanic cataclysm. Some say that there was a schism between the followers of jealous patrons, and that the followers of Kuawangu were transformed to carry their lord’s vengeance against all others. Some say that the elves of Sahua turned from the shark-god, and He wreaked the destruction of their islands, elevating the sharks from His sacred pools to rule the watery palaces where proud elven folk once strode. Whatever the truth may be, Sahua is gone, and the Sahuagin swarm where ancient charts once placed the island chain.

Sahuagin are tall, slender humanoids with green scaled skin, shark-like teeth, and sharp claws. They favor tridents as weapons, but, like elves, avoid the use of iron and steel. This may be an indication of their elven ancestry, or it may be because such metal rusts quickly in the salty brine of their ocean home. Their scales are darker toward their spines, fading to a green-white on their bellies. Only a careful examination can determine the gender of a non-pregnant female sahuagin, or an unaroused male.

Sahuagin warriors can control up to 2 Hit Dice of sharks each. They are capable of using strong lines of seaweed fibres and animal sinews to grapple ships from below. The sahuagin holding each line adds drag to the ship, slowing it until it is brought to a stop. The sahuagin then board the ship, slaughtering all aboard before sinking the hapless vessel.

Sahuagin mutants call themselves “Scions of Kuawangu”, and claim that their mutations are the result of the Shark-God’s divine bloodline. When rolling up a small band of sahuagin, the judge may use 1d30 to see which are mutated. Alternately, roll 1d10 and use the numbers in parenthesis for whichever sahuagin you decide are mutated.

Die Roll                 Mutation

1-20                       None

21-24 (1-4)          Additional pair of arms. +1 Action Die, and it is possible to wield a second trident.

25 (5)                     Extended fish tail. +20’ to swim speed, -5’ to land speed.

26 (6)                     Larger. Increase HD by 1d8+1. Increase melee attack rolls and damage by +1.

27 (7)                     Shark-attuned. Can control double the normal HD of sharks.

28 (8)                     Feral bite. Bite damage increases by +1d on the dice chain. Worse, wound continues bleeding for 1 damage each round until staunched (requires 1 minute) or magical healing is applied.

29 (9)                     Psionic. Enlarged head and brain. Can make a psychic attack for 1d8 damage within 120’. Will save (DC 1d20 + sahuagin’s HD) for half. If this is rolled more than once, increase damage by +1d on the dice chain.

30 (10)                  Multiple mutations. Roll 1d3. Ignore future instances of multiple mutations. Or don’t, and make a truly terrifying adversary.

Taken from this post.

Salamander: Init +6; Atk claw +5 melee (1d4) or bite +3 melee (1d8) or by weapon +5 melee (by weapon + 1d3 heat); AC 16; HD 6d8; MV 30’; Act 1d20; SP heat (1d8 each round to all within 20’; Fort DC 12 for half), cold vulnerability (+1d12 damage per die), immunities (fire, non-magical weapons, sleep, and charm), death throes; SV Fort +3, Ref +12, Will +8; AL C.

Salamanders are fire spirits, which are often armed with red-hot metal weapons – usually spears, but this can vary by individual. They are so hot that even getting close to them is damaging, but this also makes them extremely vulnerable to cold.

A slain salamander simply winks out of existence unless bound to the Lands We Know. A bound salamander turns into a warm pool of glistening liquid – its essence, which can be used as a power component for fire-based spells. A bound salamander leaves 2d3 doses of this substance behind, each of which can be used to grant a +1d3 bonus to a fire-based spell when cast.

Modified from this post.

Satyr: Init +2; Atk by weapon +2 melee (by weapon) or kick +1 melee (1d3) or pan pipes; AC 13; HD 3d6; MV 40’; Act 1d20; SP pan pipes; SV Fort +1, Ref +3, Will +2; AL C.

Faun: Init +3; Atk by weapon +0 melee (by weapon); AC 13; HD 1d8; MV 40’; Act 1d20; SP stealth (+6), iron vulnerability; SV Fort +0, Ref +5, Will +1; AL N.

Satyrs are male creatures half-human and half-goat, which embody human passions of gluttony, lust, fear, and rage. Although they may use weapons, a satyr carrying pan pipes (a syrinx) can use this instrument to cast charm person, scare, or sleep with a +8 bonus to the spell check.

Satyrs are not automatically antagonistic, but they are prone to licentiousness, rudeness, and violence as the mood strikes them. 

Fauns are similar to satyrs, but smaller, less volatile, and more civil in both their attitudes and behavior. Fauns are very hard to spot in natural environs, having a +6 bonus to any attempts at stealth. They are vulnerable to iron weapons, taking double damage from any weapon made specifically of iron.

Both of these creatures featured in November 2022’s Faeries of the Twilight World, and both will be included in the upcoming Cyclopedia of Common Faeries.

Giant Scorpion: See the core rulebook, page 425. The Cyclopedia of Common Animals includes scorpions, scorpion swarms, and monstrous scorpions which are closer in size to those in the Monster Manual.

Sea Hag: Init +0; Atk dagger +1 melee (1d4) or death gaze; AC 13; HD 3d6; MV 30’ or swim 40’; SP death gaze (3/day, 1d6 damage plus DC 13 Will save or die), weakness (1d4 temporary Strength damage, DC 13 Will negates); Act 1d20; SV Fort +2, Ref +0, Will +5; AL C.

These fey creatures are so hideous that, on seeing them, creatures must succeed in a DC 13 Will save or suffer 1d4 Strength damage for 1d4 turns. They can be found in dismal and unlovely shallow seas and shores, where they seek to slay mortal creatures and consume them. The weakness they cause aid in drowning victims, and three times each day they can gaze upon a creature within 30’, causing 1d6 damage and requiring a DC 13 Will save to prevent the victim from simply dying.

Saturday, 6 December 2025

Let’s Convert the Monster Manual: Finishing the “R”s: Remorhaz, Rhinoceros, Roc, Roper, Rot Grub, and Rust Monster

So here we go with a few more monsters. “S” and “T” are fairly lengthy in the Monster Manual, but we are getting near the end of the book. When I first had access to the Dungeon Master’s Guide but not the Monster Manual (way back in my freshman year of high school), we thought that the “roper” listed in the appendixes was probably an equine creature that “roped” adventurers with some form of lariat. I never really did anything with that idea, but I have included it here for your enjoyment. Who knows? It may be useful in Weird Frontiers!

A DCC version of rot grubs appears in Sailors on the Starless Sea, but I do not assume everyone owns that adventure, although they should. I have therefore included a version which can easily be used as a hazard without treating non-giant insect larvae like a combat encounter.

Probably the best use of a roc in AD&D was in Eye of the Serpent, where the roc was used in the set-up. A hatchling remorhaz also appears in that adventure. Apart from that and The Glacial Rift of the Frost Giant Jarl, I can’t remember using either a roc or a remorhaz in my 1e days. Ropers and rust monsters, or course, I have used. I am not certain if I ever used a rhinoceros then either, although I may have.

Remorhaz: Init +0; Atk bite +6 melee (3d8); AC 20; HD 9d12+18; MV 30’ or burrow 30’; Act 1d20; SP infravision 100’, surprise prey, swallow whole (attack roll 6 over target AC, DC 22 reflex avoids), internal heat (destroy non-magical weapons [DC 15 Ref negates] or 2d6 damage from natural attack); SV Fort +9, Ref +4, Will +5; AL N.

These many-legged creatures live in polar and other cold regions, where they hunt prey by using their extraordinary internal heat to melt snow and ice, burrowing beneath it to surprise prey 25% of the time. When it fails to surprise prey, it is usually because its internal heat is so great that whatever it is hunting becomes aware of a noticeable rise in temperature.

The creature’s bite attack is horrific, and its attack roll is 6 or more higher than the target AC, it swallows its prey whole (DC 22 Reflex negates), where its internal body temperature instantly kills almost any living creature, and does 6d6 damage per round to creatures with resistance to heat. Creatures completely immune to heat and fire take only 1d6 damage per round.

Mundane weapons striking a remorhaz are destroyed unless the wielder succeeds in a DC 15 Reflex save with each attack. A creature using natural weapons to make melee attacks against a remorhaz takes 2d6 damage itself from the intense heat with each successful attack.

These creatures are 1d20+20 feet long.

Rhinoceros: See the Cyclopedia of Common Animals. Not only do you get both rhinoceroses and wooly rhinoceroses, but you get white, black, and Indian varieties.

Small Roc: Init +3; Atk beak +6 melee (2d8) or claws +8 melee (2d6 plus snatch); AC 14; HD 7d6; MV 10’ or fly 120’; Act 1d20; SP snatch (DC 20 Reflex negates); SV Fort +6; Ref +4; Will +4; AL N.

Medium Roc: Init +0; Atk beak +8 melee (3d8) or claws +10 melee (3d6 plus snatch); AC 14; HD 10d6; MV 20’ or fly 150’; Act 1d20; SP snatch; SV Fort +8; Ref +2; Will +6; AL N.

Large Roc: Init -3; Atk beak +12 melee (4d8) or claws +14 melee (4d6 plus snatch); AC 16; HD 18d6; MV 30’ or fly 200’; Act 1d20; SP snatch; SV Fort +14; Ref +0; Will +8; AL N.

Rocs are gigantic, eagle-like birds, the largest of which is big enough to carry a full-grown elephant away in its talons. When they attack with their talons, they can snatch foes and carry them aloft – usually to some place where they can feed at their leisure, or to a nest where hungry chicks await. Once talons have gripped flesh, victims can only resist being snatched away by small rocs (DC 20 Reflex save negates); for larger specimens, this is unavoidable.

The wingspan of a small roc is 1d20+20 feet. The wingspan of a medium roc is 1d24+24 feet. The wingspan of a large roc is 1d30+30 feet.

Roper: Init +2; Atk tentacle +8 melee (2d6) or bite +10 melee (3d10); AC 20; HD 5d10+10; MV 10’; Act 6d20; SP infravision 120', reach, surprise, constrict, draw; SV Fort +10,Ref +3, Will +14; AL C.

These creatures can reach up to 50' away with their tentacles, surprising foes fully 50% of the time due to their stalagmite-like appearance (before they move). A creature so struck is held by the creature, who can use an Action Die to automatically cause constriction damage (2d6) or draw the victim 1d3 x 10' closer (opposed Strength check vs.+4 negates). The creature can only bite victims drawn adjacent to it.

10% of ropers have a special ability. Roll 1d7:

1. Stony Carapace: +4 bonus to AC.

2. Spellcasting: The roper has the spell abilities equal to a level 1d3 wizard.

3. Extendable Mouth: The roper can bite victims up to 10' away. If this is rolled again, the range is extended by +5'.

4. Better Camouflage: The roper has a +10% chance to surprise.

5. Stronger: The roper gains a +1d5 bonus to opposed Strength checks. Each of its attacks has its damage increased by the same amount.

6. Increased Hit Dice: The roper gains +1d3 Hit Dice. For every full 3 HD, it gains a +1 bonus to all attack rolls, a +1 bonus to Fort saves, a +2 bonus to Will saves, and a -2 penalty to Ref saves.

7. Roll twice and keep both results. This result can occur any number of times.

From this post.

Equine Roper: Init +4; Atk bite +1 melee (1d6) or lariat +5 ranged (capture); AC 16; HD 6d8; MV 60’; SP capture (DC 20 Strength escapes), drag (2d6, DC 15 Fort for half), draw (10’, opposed Strength vs. +6 negates); Act 1d20; SV Fort +6, Ref +4, Will +2; AL N.

Rare creatures of the plains, equine ropers look like large scaled horses with lariat-like appendages growing from their nasal cavities. These organic nooses are strong and elastic, and can be used to capture prey up to 60 feet away. A trapped creature can use an action to escape with a DC 20 Strength check. Otherwise, the equine roper can run with its victim, dragging them for 2d6 damage (DC 15 Fort for half) or attempt to drag it 10 feet closer (opposed Strength vs. +6 resists). Equine ropers have 1d3+1 nasal lariats, any of which could potentially be severed by a blow doing 10+ damage with a sharp instrument.

Equine ropers subdue their prey by dragging them, then drag them closer to consume.

Rot Grub: Init -2; 1 Stamina damage per grub per round, cut out for 1d3 damage per grub in the first round, treat as disease thereafter.

Rot grubs are the larval forms of a subterranean beetle which develop in rotting matter, bodies, offal, and similar decaying material. When rot grubs are present, anyone searching through waste material containing them must succeed in a Luck check or be infested by 1d3 grubs. Wading through, or being submerged in, this sort of foulness requires a Luck check on 1d30 to avoid infestation by 1d6 rot grubs.

Each round of infestation, the victim takes 1 Stamina damage per grub. During the first round, the grubs can be cut out, doing 1d3 damage per grub to the victim. Thereafter, the grubs can only be treated as a disease. If the victim reaches 0 Stamina, they die.

Rust Monster: Init +0; Atk antennae +4 melee (rusting) or bite +1 melee (1d3); AC 18; HD 3d6; MV 40’; Act 1d20; SP rusting, smell metal ferrous 500’; SV Fort +6; Ref +0; Will +0; AL N.

These weird creatures have antennae which can turn ferrous metals (such as iron and steel) into rust. If an attack misses due to the AC bonus of a creature wearing metal armor, it is considered to be a hit against that armor. They can target metal weapons and gear with standard attack rolls, and ferrous metal weapons that hit them are also subject to rusting.

Armor takes a permanent -1d6 penalty to its AC bonus, collapsing into rusty fragments when it reaches +0. Weapons have their damage reduced by 1d3d on the dice chain, likewise falling completely into rust when they go below 1d3 damage. Magical items resist this rusting to some degree; armor is reduced by 1 point less for each “plus” it has, and magic weapon are reduced by 1d less per “plus”. Other magic items must be adjudicated by the judge.

Rust monsters can bite, but this is purely defensive. They survive by consuming oxidized ferrous metals.

Monday, 1 December 2025

Revisit the Original

In December of 2012, with the artistic renderings of Bygrinstow and the hand-drawn maps of your truly, the first (unofficial) holiday adventure for DCC became available. In 2013, it was republished with a follow-up adventure by Purple Duck Games on December 16th. A week later, Michael Curtis' masterpiece, The Old Gods Return, hit DriveThruRPG as the first of many Goodman Games DCC holiday modules.

The link for the original version of The Thing in the Chimney is long dead, but this holiday season, why not revisit the original? This link to the original version of the adventure will be active through the month of December. If you find you like it, why not throw Purple Duck a few pennies for the sequel? 

In fact, the sequel was designed to allow judges to create a campaign out of yuletide occurrences, with the Cinder Claws being a patron who sends PCs on quests to rectify events which would otherwise disrupt the Christmas season.

At the waning of every year, as the sun grows closer to the horizon, and spends less time in the sky, there comes a time of terrible cold and deep snow to the lands of the north.   The world waits with hushed breath for this, the longest night of the year, to be over.  Soon, the sun will begin to climb higher each day, and the days grow longer.  Although long stretches of cold weather are yet to come, this is the night in which winter’s back is broken.  After tonight, the world turns slowly back to warmth and light. 

But that is after tonight.

Good gaming and Happy Holidays! 


Saturday, 29 November 2025

Let’s Convert the Monster Manual: Quasit, Rakshasa, Giant Ram, Giant Rat, and Ray

When writing the Cyclopedia of Common Animals, I tried to be thorough, but some critters that belonged therein just got away. I was actually quite disappointed with myself when I sat down to write this post, because I had to include two animals that were not in that work. Giant rams are not real, of course, but I am surprised that I failed to include them.

When it got to the rays, though, I really thought I had failed. When I was doing research for the Cyclopedia, how could I have failed to include pungi rays? So, of course, I set about to learn what I could, and make the most accurate – and gameable! – version of this animal possible. What I learned, and what most of you probably already know, is that pungi rays don’t really exist. Still, if they did exist, I hope they would be something like what I included below.

Quasit: The servitor on page 425 of the core rulebook is an excellent replacement for this creature.

Rakshasa: Init +2; Atk claw +3 melee (1d4+6) or bite +1 melee (1d6+6) or by weapon +5 melee (by weapon +6) or spell; AC 14; HD 5d8+5; MV 30’; Act 2d20; SP shapechanging, half damage from non-magical weapons, spellcasting (+6 spell check), spells: (1st) cantrip, comprehend languages, enlarge, (2nd) detect invisible, invisibility, and phantasm; SV Fort +5, Ref +2, Will +4; AL C.

The living embodiments of lusts and hunger, Rakshasas are thought to be kin to demons living in the wild places of the mortal world, and many of them are man-eaters. In their natural form, rakshasas appear to be large humanoids, towering over humans at 8 feet in height, and immensely strong. They have clawed hands and animal-like heads (most often, but not exclusively those of monkeys or tigers) of terrible aspect. A rakshasa can change its shape, though, to appear as a less imposing version of itself, a human, or an animal, using an action die. Rakshasas can use this ability to mimic specific individuals, but when wearing another shape, a rakshasa has a 10% chance of making some error in its duplication…most often, it switches the right hand for the left, or has the hands attach backwards on the wrists, so that the rakshasa’s palms face outward when its arms are at rest.

Although they are terrible foes of humanity for the most part, some few rakshasas (20%), while still chaotic, side with the benevolent deities and their servants. These rakshasas may live hidden among human dwellings, and may even be vegetarians.

Readers are also directed to this post for an example of converting rakshasas in an adventure to a different kind of creature. Judges should never be afraid of altering monsters when doing conversions.

Giant Ram: Init +4; Atk butt +3 melee (1d8 rams or 1d6 ewes) or kick +1 melee (1d4); AC 12; HD 4d6; MV 40’; Act 1d20; SP ram charge (x2 damage plus crit 19-20), enhanced senses +8, sure-footed; SV Fort +3; Ref +7; Will +0; AL N.

This entry is based off the bighorn sheep in the Cyclopedia of Common Animals, and like  that creature it gains a +8 bonus to any opposed checks to sneak up on it, and treats any attempts at stealth (such as by a  halfling or thief) as if the roll result were 8 points lower. They gain a +2d bonus when resisting any attempts to knock them down or make them lose their footing.

Giant Rat: See the Core Rulebook, page 424.

Manta Ray: See the Cyclopedia of Common Animals.

Pungi Ray: Init +2; Atk spine +4 melee (1 plus venom); AC 12; HD 2d6; MV swim 40’; Act special; SP venom (1d4 Stamina plus Fort DC 16 or 2d6 hp), camouflage +10; SV Fort +4; Ref +2; Will +0; AL N.

This tropical fish buries itself below the sand in tropical estuaries and brackish water. Relatively flat for their size, even for rays, pungi rays weigh 4d10 pounds with a main body and “wings” about 6 feet across. Venomous spines grow from their spines, so that anything accidently stepping on one suffers 1d3 attacks (using 1d16), and a creature falling across one suffers 2d3 attacks. These are passive attacks only; the pungi ray itself tries only to swim away and hide once more.

Pungi rays are sometimes sought by thieves and assassins due to their potent venom. A thief can extract 1d3 doses with a successful Handle Poison check from a dead pungi ray, and can make 2d3 attempts before the creature’s venom sacs are dry.

Compare with the dragonfish.

Stingray: See the Cyclopedia of Common Animals.