Showing posts sorted by relevance for query convert the monster manual. Sort by date Show all posts
Showing posts sorted by relevance for query convert the monster manual. Sort by date Show all posts

Tuesday, 13 May 2025

Let’s Convert the Monster Manual: Aerial Servant, Anhkheg, Giant Ant, Ape, and Axebeak

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.

Sunday, 6 July 2025

Let’s Convert the Monster Manual: Dispater

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. This is, in part, because of my plans to create a monster book in the upcoming year. In this case, we are dealing with IP that is currently held by Wizards of the Coast/Hasbro, so I can’t imagine a published version of everything here coming out!

Having already converted the demons from the original Monster Manual, I was required to consider how devils should be differentiated from demons in this conversion. I decided to retain the lawful nature of devils, although I otherwise treated them as demons. As before, some deviation from the strict order of presentation is required to allow for invoke patron results, with the archdevils being sone first (one per post), and then the other devils.

Of all the archdevils in the Monster Manual, Dispater is the most generically written. While this is fine for AD&D, conversion to DCC requires a bit more “meat”, especially in terms of invoke patron results.  Luckily, the archdevils in the Monster Manual all come from real-world sources, so there is plenty of material available to flesh him out!

My original plans had not included doing the other monsters (but not all of the gods!) from the Deities & Demigods cyclopedia, and I had been waffling on converting the Monster Manual II, but I think I’d like to have these done for my own reference, which means that you will get them for your reference as well. There are some unique monsters made for 2nd and 3rd Edition – I quite like the ethereal filcher and the grick, for instance – so it might be worthwhile to do those as well. Let me know what you think in the comments.

Dispater (Archdevil): Init +8; Atk rod +16 melee (4d6) or stare or spell; AC 22; HD 18d12 (144 hp); MV 40’; Act 2d20; SP devil traits, stare, spells; SV Fort +10, Ref +10, Will +16; AL L.

Spells (+20 to spell check): Charm person, comprehend languages, control fire, darkness, demon summoning, detect invisible, detect magic, dispel magic, invisibility, scorching ray, and weather control.

                Stare: Dispater’s stare can cause a chill (2d12 cold damage, Fort DC 24 for half) or fear (-2d on dice chain for all rolls, lasting 1d4 rounds, Will DC 24 negates) in a single opponent, as desired by the archdevil.

                Devil traits: Telepathy, immunities (weapons of less than +5 enchantment or natural attacks from creatures of 12 HD or less, fire, cold, electricity, gas, acid), projection (teleport at will to any location, as long as not bound or otherwise summoned; can project astrally and ethereally), crit range 15-20.


This archdevil rules Hell’s second plane from his infernally grand palace in the iron city of Dis. The city is filed with un-dead, damned from the lands of the living, which are often little more than zombie-like slaves. Erinyes are found there in abundance, as well as a sprinkling of barbed and horned devils. The entire plane is called Dis by mortals, after the iron city of its ruler, but it also has a secret name known only to the lords of Hell.

Dispater appears as an evilly handsome man, a full even feet tall, with only his small horns, tail, and cloven left hoof distinguish him from humanity. Some mortal cultists know him as Rex Infernus (King of Hell), believing Dispater to be superior to Asmodeus. Others know him as Dis Pater, Dis, Soranus, Taranis, Aericura, or even Śuri. He is considered by some to rival Orcus as Lord of the Dead. Sacrifices are made to propitiate Dispater on round marble alters by those venturing below the earth in search of buried treasures, including precious ores and gemstones, for Dispater is known to jealously protect that wealth which lies below the surface world. These offerings may be as simple as food or flowers, but also include sacrificial animals (particularly wolves and goats), and, in some places, even the sacrifice of humans and other sentient creatures.

Dispater is also associated with volcanoes, thunder, storms, and oracular visions – both through dreams and through breathing fumes which arise from deep underground. The ceremony to bond with Dispater must take place in a subterranean area where such fumes are present, and the caster spends the casting process weaving in and out of dreams and visions.

Invoke Patron check results:

12-13     The Father of Wealth is not impressed by the caster, but provides them with a gift. All the silver on their person is transformed into gold, and all the copper into silver. In some cases, as with silver weapons, this might make them less useful (as per judge). If the caster survives, this gift is theirs. If the caster should die, it is a gift to whoever loots the caster’s body.

14-17     Surely this has happened before, in a dream or in a vision. Instinctive knowledge of the future grants the caster a +2 bonus to all d20 rolls, which lasts for 1d6+CL rounds. During this time, the caster may choose to re-roll and one d20 roll, keeping the better of the two results, but doing so ends the bonus immediately. (The bonus still applies to the re-roll.)

18-19     A gout of lava and volcanic gas busts upward at any one target chosen by the caster within line of sight and 500 feet. The target takes 4d12 damage (Reflex DC 15 for half), and if it survives must succeed in a DC 15 Fort save or be overcome by the mephitic fumes, falling unconscious for 4d6 rounds, during which it cannot be awakened save by magic.

20-23     The Lord of the Dead keeps and protects you. If the caster is dropped to 0 hp or would otherwise be slain during the next 1d6+CL turns, they instead instantly disappear, being transported to the iron city of Dis. There they spend 1 subjective year per turn remaining (or portion thereof) of the original effect before reappearing at the end of the duration, healed and whole. If the caster did not know the Infernal tongue before, they know it now, and can speak no other language for 1 hour per year spent in Hell. At the judge’s discretion, the caster’s time in Hell may result in new spell knowledge or adventure hooks, and/or some service to be performed once returned to the mortal plane.

24-27     The Lord of the Dead guides and defends you. For the next 1d6+CL hours, any humanoid creature slain by the caster (through any means) arises as a zombie the following round. The caster can directly control CL zombies. The remainder become free-willed un-dead bent upon consuming the living, but they ignore the caster and any allies within 100 feet of the caster unless attacked by them. These zombies are persistent, and last until destroyed. Moreover, any zombies created by this result and controlled by the caster can cast second sight (+0 bonus to the spell check) on behalf of the caster, when asked a specific question, although doing so destroys the zombie immediately thereafter. So long as the caster is able to create new zombies with this result, they may transfer their control to any zombie(s) so created, if they are within 100 feet and they are currently controlling fewer than CL zombies. 

28-29     One foe within line of sight of the caster must succeed in a DC 25 Will save or be transformed into solid gold for the next 1d6+CL hours. A human-sized creature weighs nearly 3,000 pounds once so transformed, but chunks can be cut off the victim…potentially killing them once they revert to flesh and blood. Although the judge can rule otherwise, it is recommended that 100 gp weighs a pound, but minting increases the value of coinage, so that a pound of un-minted gold is worth only 10 gp. The entire statue, though, is potentially priceless as a work of art. Anyone who purchases this gold or accepts it in payment is in for a ghoulish surprise once the effect has worn off….

30-31     As 28-29, above, but with a DC 30 Will save and the effects are permanent. Dealing with a lump of gold this size, of course, leads to its own complications as it sparks infernal avarice in most who see or hear of it (as per judge).

32+         Dispater transports the caster before his jeweled throne in the iron city of Dis. There, the caster may rest, recuperate, regain spells, etc., as desired for as long the caster requires. As a guest in the palace of Dispater, the caster has an opportunity to receive the best advice regarding the situation awaiting their return to the mortal plane, and can bargain with the archdevil to gain needful favors or gifts. Although these come with a high price, and are only granted to those who show Dispator the utmost deference and respect, there are few limits to what the fiend can give or do, and a companion can even be returned from death (although that companion will now and forever be bound to Dispater). When the caster is ready to return to the mortal plane, they reappear exactly where they were, and no time has passed.

Tuesday, 17 June 2025

Let’s Convert the Monster Manual: Manes, Succubus, and Type I (Vrock)

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. This is, in part, because of my plans to create a monster book in the upcoming year. In this case, we are dealing with IP that is currently held by Wizards of the Coast/Hasbro, so I can’t imagine a published version of everything here coming out!

When converting the demons and devils from the original Monster Manual, some deviation from the strict order of presentation is required to allow for invoke patron results. I am therefore doing the demon princes (one per post), other demons, archdevils (one per post), then other devils.

Succubae and incubi are listed as Type IV demons in the DCC core rules, and I have followed that here (although the Monster Manual would suggest to me a Type II demon based on Hit Dice). These are not, it should be noted, official statistics, and I am aware of at least two Goodman Games adventures which contain succubae in DCC terms. I have avoided referencing those adventures while doing these conversions, but the interested can seek them out, and I will gladly point you in the right direction privately so as to avoid spoilers.

I have also added a “Lesser Succubus” to match the power level of the AD&D version more closely. One can see that some of the abilities of a Type II demon fall below those of the Monster Manual succubus, but providing options is not, to my mind at least, a bad thing.

Similarly, the vrock is definitely more potent in the Monster Manual, but as this is the in-system example of a Type I demon, I am loathe to provide a higher-type version of the same monster. It is my hope that, in statting out the other demons, some form of balance will be achieved between the more- and less-powerful conversions. 

One of the most glorious aspects of Dungeon Crawl Classics is the mantra to “Make Monsters Mysterious”. This follows the ethos of the pulps the game is based upon, and opposes the formulaic idea of what this or that monster must be. The upwelling of creativity that follows from this advice is something that I hope we can hold on to, even as a second official monster book has been announced!

Manes: Init +0; Atk claw +1 melee (1d3) or bite +0 melee (1d4); AC 13; HD 1d8; MV 10’; Act 3d20; SP half damage from non-magical weapons, immune to mind-affecting, death throes; SV Fort +2, Ref -2, Will -4; AL C.

These sub-demons are only semi-intelligent, existing only to fulfill their hatred and hunger, or orders given to them by a demon lord or other master. They are no taller than a halfling, and so ill-formed that they move slowly for the most part – but they can use action dice to move, meaning that a manes can move up to 30’ and still make a single attack! When using demon summoning, 4d4 manes can be summoned to replace a single Type I demon (these can be controlled by the spellcaster, despite their normal immunities). When reduced to 0 hp, they become clouds of foul-smelling vapor, drifting away to reform after 4d12 hours.

Some sages claim that manes are the dead which are pulled to the Abyss after life, and which are sometimes consumed by the various demon lords and princes, destroying them utterly. At other times, demon princes may elevate manes to un-dead status as shadows or ghosts if their evil was great enough in life, to plague the material world. At other times the manes themselves are loosed upon the living world for a day, there to wreak havoc for their Abyssal lords’ delight.



Succubus (Type IV Demon): Init +6; Atk claw +10 melee (1d6+2); AC 23; HD 8d12; MV 30’ or fly 60’; Act 2d20; SP demon traits, shapechange, Stamina drain (1d4, DC 23 Will negates), spellcasting (+16 spell check): charm person, darkness, ESP; SV Fort +12, Ref +13, Will +12; AL C.

            Demon traits: Telepathy, immunities (weapons of less than +3 enchantment or natural attacks from creatures of 7 HD or less, fire, cold, electricity, gas), half damage from acid), projection (teleport at will to any location, as long as not bound or otherwise summoned; can project astrally and ethereally), crit range 17-20.

Lesser Succubus (Type II Demon): Init +5; Atk claw +7 melee (1d3); AC 14; HD 6d12; MV 30’ or fly 60’; Act 2d20; SP demon traits, shapechange, Stamina drain (1d4, DC 16 Will negates), spellcasting (+8 spell check): charm person, darkness, ESP; SV Fort +6, Ref +7, Will +7; AL C.

            Demon traits: Immunities (non-magical weapons or natural attacks from creatures of 3 HD or less), half damage (fire, cold, electricity, gas, and acid), projection (teleport at will to native plane, as long as not bound or otherwise summoned), crit range 19-20.

These demons can appear in any humanoid form, and are able to shapechange into whatever they believe will be most alluring using an action die. In their natural form, they are tall and very attractive, with bat-like wings, small horns, and sharp teeth. In male form, they are called incubi, and it is unclear whether they actually have gender, or whether succubae and incubi are interchangeable, taking whatever form their victims are most likely to find attractive.

In either case, this demon can drain 1d4 Stamina with a single kiss, although they may choose (or be commanded) not to use this ability. Succubae are sometimes the consorts of other, usually more powerful, demons, and rule lower demons through a combination of threats and guile.

Vrock (Type I Demon): Init +0; Atk claw +4 melee (1d6+4) or beak +2 melee (1d8+4); AC 16; HD 4d12; MV 30’ or fly 60’; Act 2d20; SP demon traits, spellcasting (+4 spell check): darkness, detect invisible; SV Fort +3, Ref +2, Will +0; AL C.

            Demon traits: Half damage from non-magical weapons and fire.

Demonic beings resembling a cross between human and vulture, standing 8 ½ feet tall with a wingspan of 1d4+16 feet, vrocks are all too common on the Abyssal planes. They will do much to secure precious metals, jewels, and human flesh, but are too stupid to easily follow a bribe offer…which also means that clever adventures may find the means to easily trick them. Luring vrocks into a trap or ambush is not that difficult!

Friday, 24 October 2025

Let’s Convert the Monster Manual: Men

The “Men and Magicians” section of the core rulebook is eminently useful, and contains a wide variety of human (or possibly very near-human, in the case of some magicians and witches) folks that PCs might meet. The listings in the core rulebook relate to individuals of a particular type, while the Monster Manual focuses instead on the details of meeting large numbers of various types of people, presumably while travelling. Both of these approaches are valuable.

Page 359 of the core rulebook helps give us some benchmark for determining who might make up these encounter groups. For every 100 people, 2 might be 1st level, 2 might be 2nd level, and 1 might be 3rd level. To get more potent individuals, you are looking at populations of 1,000 or more people. Even if you assume – as I do – that particular groups attract more powerful members than others, this still provides a really good baseline for converting these groups from AD&D to DCC.

Another thing to keep in mind: Gary Gygax presumably didn’t want his players to waylay every merchant caravan that they encountered. In AD&D, a fighter gets 1 attack per level per round when fighting opponents of 1 Hit Die or less. A 10th level fighter could take out 10 guards in a single round, if those guards were 0-level mooks, and the rest of the party was also pretty potent at this level either by spell or by other means. Given that this is roughly the same as 5th level DCC characters, you can see why higher-level “ringers” tend to be included.

On the other hand, even a powerful warrior can be easily taken down a notch by a critical hit. And the more people you have fighting you, the greater the chance is that something like that is going to happen.

The reader should be aware that social norms have changed considerably from the time that the Monster Manual – or even the DCC core rulebook! – was written. Some of the terms for various peoples, while strictly in keeping with the Appendix N literature informing both games, is less acceptable today.

This post tries to combine the value of the AD&D versions with that of their DCC counterparts. The reader will have to judge how successful it is. Group sized and members are based on randomly rolling for results. The judge can, of course, tailor groups to their needs.

Bandit: See the core rulebook, pages 432-433, for bandits, bandit heroes, and bandit captains. The Monster Manual suggests 10d20 bandits appear in a band, but within the framework of DCC smaller bands of 4d20 may be more suitable.

The Monster Manual suggests bandits are neutral, while brigands are chaotic evil. While both are chaotic within the framework of DCC, it is certainly fine to use the term “brigands” for bands which are typically larger (5d30 members) and more destructive.

There is a 1 in 20 chance of a 1st level character in the group for every 20 members, and a 1 in 20 chance for a 2nd level character per 50 members. The leveled characters are (roll 1d12): (1-6) warrior, (7-9) thief, (10-11) wizard, or (12) cleric.

Berserker: See the core rulebook, page 433 . The Monster Manual suggests 10d10 berserkers appear in a band, but, again, within the framework of DCC smaller bands be more suitable, and I recommend 2d10+10.

For every 20 bersekers, there is an individual with 3 Hit Dice. If a band numbers more than 20 members, there is a 1 in 20 chance that they are accompanied by a level 1d3-1 cleric of some warlike god. 0-level clerics are treated as acolytes (core rulebook, page 432).

Buccaneer: Init +2; Atk scimitar +2 melee (1d8+1) or short bow +3 ranged (1d6); AC 12; HD 1d6; MV 30’; Act 1d20; SV Fort +2, Ref +2, Will +0; AL C.

Pirate Hero: Init +4; Atk scimitar +4 melee (1d8+2) or short bow +5 ranged (1d6); AC 12; HD 2d8; MV 30’; Act 1d20; SV Fort +3, Ref +3, Will +1; AL C.

Pirate Captain: Init +5; Atk scimitar +6 melee (1d8+3); AC 14; HD 3d8; MV 30’; Act 1d20; SV Fort +4, Ref +4, Will +2; AL C.

The Monster Manual suggests a range of approximately 5d30+150 buccaneers, although that seems like a very large crew compliment to me, and may possibly be reserved for stocking a lair or a free port where pirates are known to operate. I would recommend a crew of 6d10+10 buccaneers on a ship, with a single pirate captain and a pirate hero per 20 buccaneers (or portion thereof).

According to the Monster Manual, buccaneers and neutral and pirates are chaotic evil. This seems spurious to me, although privateers sailing under a nation’s protection and primarily attacking that nation’s enemies may be neutral or even lawful. It should also be noted that, while pirates are chaotic, they do have an internal sense of order and guidelines which inform their behavior amongst themselves as well as with others.

Pirates seldom wear armor of any kind, as it can inhibit their ability to survive if they fall overboard. Short bows are available to 10% of normal buccaneers and all pirate heroes, and are primarily used to soften opposition prior to boarding.

There is a 1 in 20 chance of a 1st level character in the group for every 50 members, and a 1 in 20 chance for a 2nd level character if the group has 60 members or more. The leveled characters are (roll 1d12): (1-6) warrior, (7-9) thief, (10-11) wizard, or (12) cleric.

Caveman: See the core rulebook, page 429, under subhuman. The Monster Manual suggests 10d10 cavemen appear in a group, but, once more, within the framework of DCC smaller bands be more suitable, and I recommend 3d10+5, reserving the larger numbers for special areas.

The core rulebook says that these groups “are always led by a higher-order humanoid: a sorcerer, priest, cult leader, demon, or king of pure bloodline.” In addition to this, for every 10 cavemen, there is a physically superior individual with 3 Hit Dice, and who gains an additional +1 to melee attacks and damage.

Both the Monster Manual and the core rulebook treat tribesmen (or lost tribesmen) in the same way. Statistically, that may be fine, but judges should strongly consider the use of spears, blowguns, short bows, and similar weapons for these peoples, as well as a potential change in alignment to neutral or even lawful. Textually, low intelligence and “Outside of combat they grunt and leer, communicating monosyllabically only about subjects of the flesh” are not your best guideline to playing any group modeled from real-world people.

Atlas Games put out Nyambe: African Adventures in the early 2000s, and, although put out for 3rd Edition D&D, it contains a plethora of materials which might be adapted or converted to DCC. Ashraf Braden has written a number of things, published through Sanctum Media, which convert creatures from his native Ugandan folklore to DCC. There is opportunity here to do better.

Dervish: Init +2; Atk scimitar +1 melee (1d8) or javelin +3 ranged (1d6); AC 15; HD 1d8; MV 20’; Act 1d20; SP holy fervor; SV Fort +2, Ref +2, Will +2; AL L.

Dervish Hero: Init +4; Atk scimitar +2 melee (1d8+1) or javelin +5 ranged (1d6); AC 16; HD 2d8; MV 20’; Act 1d20; SP holy fervor; SV Fort +3, Ref +3, Will +3; AL L.

Dervish Leader: Init +5; Atk scimitar +4 melee (1d8+1) or javelin +7 ranged (1d6); AC 17; HD 3d8; MV 20’; Act 1d20; SP holy fervor; SV Fort +4, Ref +4, Will +6; AL L.

Dervishes are desert-dwelling people with extreme devotion to their religion. Much of their life is nomadic, roving in bands of 3d20+20 members, mounted on (roll 1d3) (1-2) riding horses or (3) camels (see the Cyclopedia of Common Animals). In their fortress-temples there may be as many as 3d100 dervishes at any given time, as well as a level 1d3+2 cleric who leads them as 1d3 acolytes per cleric level of their leader (see the core rulebook, page 432).

All dervishes enter a holy fervor in melee combat, gaining an extra action die which may be used for movement or melee attacks.

Merchant: Init -2; Atk dagger -1 melee (1d4-1); AC 9; HD 3d4; MV 30’; Act 1d20; SV Fort -1, Ref -2, Will -1; AL L.

Assistant: Init +0; Atk club +0 melee (1d4); AC 10; HD 1d4; MV 30’; Act 1d20; SV Fort +0, Ref +0, Will +0; AL N.

Merchants buy and sell goods, and merchants may be found in caravans, individually, or shipping via water in search of profit. Most merchants are 0-level characters with statistics equal to a peasant (see core rulebook, page 434, but the ones described in this entry are those who have achieved both experience and success in their vocation.

A typical merchant caravan consists of 3d5 carts or wagons, each of which is overseen by 1d3-1 merchants, with 0 indicating that the wagon is owned by the same merchant(s) as another wagon, or was left in charge of the owner’s assistant(s). Each wagon has 1d4 assistants, who act as drovers, loaders, and go-betweens for their sponsor merchants. Each wagon usually (90% per wagon) has a guard of 1d8 men-at-arms (see core rulebook, page 434), with more valuable cargoes and more dangerous routes potentially having more guards.

A merchant vessel is equivalent to a caravan of 2d10+10 wagons in terms of its compliment of assistants and men-at-arms, with at least 75% of the assistants serving as sailors. Depending upon the nature of its cargo, a merchant vessel may be accompanied by a military convoy to ward off pirates.

Nomad: Init +0; Atk scimitar +1 melee (1d8) or short bow +3 ranged (1d6); AC 11; HD 1d6; MV 30’; Act 1d20; SP stealth +4; SV Fort +2, Ref +2, Will +2; AL N.

Nomad Hero: Init +4; Atk scimitar +2 melee (1d8+1) or short bow +5 ranged (1d6); AC 12; HD 2d6; MV 30’; Act 1d20; SP stealth +6; SV Fort +3, Ref +3, Will +3; AL N.

Nomad Leader: Init +5; Atk scimitar +4 melee (1d8+1) or short bow +7 ranged (1d6); AC 13; HD 4d6; MV 30’; Act 1d20; SP stealth +8; SV Fort +4, Ref +4, Will +6; AL N.

The Monster Manual treats dervishes and nomads under the same heading, but I have separated them out here. Nomads dwell in deserts, steppes, plains, and similar areas, following herds which they rely upon for sustenance. A typical encounter is with 3d10 nomads led by a nomad hero. There is almost always an encampment within 1d12 miles with 30d10 nomads. For every 20 nomads in an encampment, there is one nomad hero. A nomad leader seldom ranges outside the encampment, except in time f war, but coordinates activities from within.

Nomads typically ride light warhorses, riding horses, or ponies depending upon circumstances, and have 1d6 dogs per 10 people (see the Cyclopedia of Common Animals for statistics). The judge is encouraged to choose whatever creatures make sense, relying on generic dogs if nothing seems better. Some nomads may use reindeer, yaks, or whatever else the judge decides.

There is a 1 in 20 chance of a 1st level character in the group for every 50 members, and a 1 in 20 chance for a 2nd level character if the group has 60 members or more. The leveled characters are (roll 1d12): (1-8) warrior, (9) thief, (10) wizard, or (11-12) cleric.

Because of their lifestyle, nomads are very good at taking advantage of the terrain, resulting in their bonus to stealth.

Pilgrim: A pilgrimage is a journey to a holy location, such as the seat of a religion, a shrine, or the place where some miracle is said to have occurred. To determine the alignment of the religion followed by the pilgrims, roll 1d7: (1-4) lawful, (5) neutral, or (6-7) chaotic. Not everyone in the pilgrimage need be of this alignment; for instance, a pilgrimage to a lawful shrine may be largely composed of neutral folk.

The average pilgrimage consists of 6d6 peasants (core rulebook, page 434), and may contain the following characters as indicated below:

50% chance of 2d6 acolytes (core rulebook, page 432).

5% chance of an assassin (core rulebook, page 432), seeking either to eliminate another member of the pilgrimage or a target as the site the pilgrimage is making for.

10% chance of a level 1d3 cleric.

5% chance of a fortune teller (core rulebook, page 433), seeking to entertain and perhaps to atone for an unfortunate prediction.

50% chance of a friar (core rulebook, page 433).

20% chance of 1d5-2 knights (minimum of one, core rulebook, page 433).

1% chance of a magician (core rulebook, pages 433-434) travelling incognito and probably up to no good (80% chance).

25% of 2d4 men-at-arms (core rulebook, page 434).

5% chance of 1d3+1 nobles. Each noble travels with 1d6 men-at-arms (core rulebook, page 434).

2% chance of a sage (core rulebook, page 434), who is 60% likely to be conducting research on the pilgrimage site.

25% chance of a level 1d3 thief in search of atonement or opportunity (equal chance of each).

15% chance of a level 1d3 warrior. Roll 1d6: (1-3) hired as a guard, (4-5) heading the same direction and taking advantage of safety in numbers, or (6) an actual pilgrim.

5% chance of a level 1d3+2 wizard. There is a 90% chance that they are travelling incognito, and a 10% chance that their interest is in the pilgrimage itself. Their true motives must be determined by the judge.

 

Friday, 27 June 2025

Let’s Convert the Monster Manual: Type V (Marilith, etc.) and Type IV (Balor, etc.) Demons

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. This is, in part, because of my plans to create a monster book in the upcoming year. In this case, we are dealing with IP that is currently held by Wizards of the Coast/Hasbro, so I can’t imagine a published version of everything here coming out!

This post concludes the demon the original Monster Manual, and the astute among us will note that DCC demons are more powerful in general than their AD&D 1e counterparts. You will also note that, in converting the various demons, I have not bothered to include magic resistance. In part this is because DCC demons tend to have better resistance to mundane weapons, and in part because DCC uses spell checks and allows for spell duels, furthering the chance that spells will not go off, or will be less powerful when they do.

In the original Monster Manual, these demons all have individual names and identities. “Balor” is a specific individual demon, not the generic name for all demons of his type. Knowing these demon’s names makes it likely that they will listen to you should you meet one, and if you offer it a great enough reward, it just might choose to grant you some small favor in return. They also might even be able to aid mortal spellcasters, having their own spellburn tables as the judge sees fit. Seeking the advice of a Type V demon in order to gain spell knowledge also seems like a cool campaign element to me.

The next “Let’s Convert the Monster Manual” post starts the devils. I will be doing archdevils (one per post), then other devils. In the original, devils were Lawful Evil, and there are examples in DCC adventures of both chaotic and lawful devils, but I think when I do these entries I will use law because it better matches the source material.

Marilith (Type V Demon): Init +7; Atk sword +12 melee (1d8+2) or battleaxe +10 melee (1d10+2) or constriction +8 melee (2d4 plus constriction); AC 24; HD 13d12; MV 50’; Act 4d20; SP demon traits, constrict (DC 23 Strength to escape), spellcasting (+20 spell check): Charm person, comprehend languages, control fire, darkness, detect invisible, levitation, and scare; SV Fort +11, Ref +14, Will +15; AL C.

            Demon traits: Telepathy, immunities (weapons of less than +4 enchantment or natural attacks from creatures of 9 HD or less, fire, cold, electricity, gas, and acid), projection (teleport at will to any location, as long as not bound or otherwise summoned; can project astrally and ethereally), crit range 16-20.

Appearing as six-armed, seven-foot tall women whose torsos end in long snake tails, these demons are hated and feared by those who serve their cruel majesty. They are highly intelligent and multi-dexterous, wielding weapons in each hand with equal facility. They can use their tails to constrict victims, and any being so held takes damage each round at the demon’s initiative count until they succeed on a DC 23 Strength check (which requires an action die), they are freed by a successful Mighty Deed (6+), the demon is slain, or the demon willingly lets her victim go. If forced to retreat, the demon can take any victim still being constricted with her when she projects, unless they succeed in a DC 23 Will save.

Winning the favor of such a demon is not easy. They delight in causing suffering and in dominating others, so that whosoever would bargain with or gain control over such a creature more often than not finds themselves the object of the demon’s own vindictive amusements. They have a strange relationship with strong warriors, particularly men, being both drawn to them and filled with loathing in their presence. Sacrificing such a one to these demons may elicit at least temporary favor.

Balor (Type IV Demon): Init +12; Atk flaming sword +20 melee (1d8+6 plus flames) or whip +21 melee (1d6+6 plus trip); AC 28; HD 18d12; MV 20’ or fly 50’; Act 4d20; SP demon traits, flames, trip, spellcasting (+20 spell check): Charm person, control fire, darkness, detect invisible, detect magic, dispel magic, levitate, phantasm, and scare; SV Fort +13, Ref +12, Will +13; AL C.

            Demon traits: Telepathy, immunities (weapons of less than +4 enchantment or natural attacks from creatures of 9 HD or less, fire, cold, electricity, gas, and acid), projection (teleport at will to any location, as long as not bound or otherwise summoned; can project astrally and ethereally), crit range 16-20.

There are six of these 12-foot-tall demons known to exist, appearing as dark humanoids with demonic heads and bat-like wings. Balor is the name of the strongest, and there is another as large as he. There are two which are the weakest, and two in the middle. In game terms, the two strongest have 216 and 200 hp respectively, the two in the middle have 112 hp each, and the weakest two have a mere 88 hp each.

Each wields a flaming sword capable of striking creatures only hit by magical weapons and a braided whip with six or more blade-lined tails. A creature hit by the sword must succeed in a DC 10 Reflex save or be set alight, taking 1d6 damage each round until a save succeeds. A target hit with the whip must succeed on a DC 23 Reflex save or be tripped and prone.

There is a 1-2 on 1d3 chance each round that the demon will immolate, its body and wings surrounded by flames, doing damage to any within melee range of it. Once a demon of this type has wreathed itself in flame, the flames remain for 2d6 rounds before the chance to immolate must be checked again. Balor and his strongest brother does 4d6 damage per round when immolated to any within melee range, the middle-powered demons do 3d6, and the smallest do 2d6 (in all cases, DC 23 Fort for half).

These darkly charismatic Type VI demons often bend other evil creatures to their will. Although they can be propitiated to aid mortals, demons of this type always seek to gain command rather than serve. Mortals who seek such creatures as servants, or who seek to deal with them as equals, often discover that they themselves gain a new master instead.

The Type VI (Balor) Demon was clearly inspired by the Balrog from The Fellowship of the Ring. I did a conversion of the MERP version of the creature in this blog post. Those who are interested are invited to compare and contrast. To facilitate this, my conversion is reproduced below:

Balrog (Type VI Demon of Morgoth): Init +8; Atk two-handed sword +21 melee (1d10+6) or whip +21 melee (1d6+6 plus entwine), or claw +18 melee (1d6+6); AC 24; HD 15d12; MV 40’ or fly 60’ (special); Act 2d20; SP Demon traits, entwine, presence, immolation, counterspell, clumsy flight; SV Fort +16, Ref +14, Will +17; AL C; Crit DN/1d20.

Demon Traits: Telepathy, infravision, cast darkness (+20 to spell check). Immunities (weapons of less than +4 enchantment,natural attacks from creatures of 9 HD or less, fire, cold, electricity, gas, and acid), crit range 16-20.

Entwine: When he hits with his whip, the balrog may entwine the lashes around a foe, pulling him up to 10’ each round unless they succeed in an opposed Strength check vs. +6. An opponent may escape with a DC 20 Agility check (requiring an action) or a Mighty Deed of 6+.

Presence: Upon sighting the balrog, all creatures must succeed in a DC 20 Will save or lose their next action. If they fail by 5 or more, they are unable to act for 1d6 rounds.

Immolation: The balrog can sheath himself and his weapons in fire at will, doing +1d6 damage per attack, and doing an automatic 1d6 damage per round to any creature engaged in melee with him. Complete submersion ends and prevents further use of this ability for 3d6 hours.

Counterspell: The balrog can engage in spell duels with a +15 bonus to his spell check, but is limited to casting dispel magic for this purpose, which has no effect other than cancelling an opposing spell.

Clumsy Flight: The balrog can only move 10’ on his first round of flight, 20’ on his second, 30’ on the third, and only reaches full flight speed on the fourth round.

Saturday, 4 October 2025

Let’s Convert the Monster Manual: Lich, Lion, Giant Lizard, Lizard Man, Locathah, and Lurker Above

Here are some fun monsters to throw into your DCC game! I was tempted to call this post “Liches Need Stitches” because, of course, the lich has to be one of the most iconic monsters out there! My goal with it was to simplify creation of unique liches for your campaigns, but, of course, there is no really “wrong” way to deal with any of these beings!

Lions, giant lizards, and lizard men are all covered in the Cyclopediaof Common Animals or the core rulebook, but the Monster Manual offers some variety in giant lizards, which I have provided below.

I never used the locathah to my memory while I was running AD&D, and that is kind of a shame. These beings are the “humans” of underwater adventuring, in that they are not necessarily hostile, and not necessarily on your side. Of course, writing and running underwater adventures can be difficult, as one must keep all three dimensions in mind at all times.

Speaking of keeping all three dimensions in mind, we round out this post with the lurker above, which I hope I have made suitably deadly. Gary Gygax, in the Monster Manual, made this creature “uncommon”, and I have certainly used them, but I hope the second paragraph of my write-up elevated them beyond a mere “gotcha!” monster. Certainly, I have never had lurkers above appear as frequently as the Monster Manual suggests, which would make dungeon exploration a bit too hazardous for my tastes!

Anyway, here is some stuff for you to use in your games. I certainly intend to use all of these in my games, which is why I avoided using direct quotes from the Monster Manual in these write-ups! Some of these beings have already been placed in the ruined tunnels beneath Shanthopal….

Lich: Init +0; Atk Dagger +4 melee (1d4) or claw +2 melee (1d3 plus 1d4 cold) or spell; AC 13; HD 7d12; MV 20’; Act 1d20; SP un-dead, phylactery, spellcasting; SV Fort +4, Ref +0, Will +12; AL C.


Liches are powerful spellcasters who have extended their existence through un-death. These beings bind their life-force into a phylactery or similar charm. If this item is within 500 feet of the lich when it reaches 0 hp, it does not permanently die, but its intellect enters the phylactery, allowing the lich to reconstitute its body over 3d6 months no matter how utterly it was destroyed. True death requires both that the lich be reduced to 0 hp and the charm destroyed. For this reason, most liches keep their phylacteries nearby, but hidden or disguised, and have many false charms among their possessions to trick any who would destroy them.

In order to determine who a lich was in life, roll 1d12: (1-8) wizard, (9-11) elf, or (12) cleric. To determine level, roll 1d14: (1-7) 7th level, (8-11) 8th level, (12-13) 9th level, or (14) 10th level. Liches gain spells as though they have 18 Intelligence or Personality, as appropriate, with a Caster Level +4 bonus to their spell checks. They are unable to spellburn, but conversely can ignore spellburn requirements for those spell normally calling for mandatory spellburn. If a lich has a god, patron, or familiar, it is important to make these rationally match the lich’s transition to un-death.

Liches are unique individuals. When creating a lich, roll 1d8 on the following table 1d5-1 times, or use it to formulate unique powers of your own.

1. Lich’s claw attack also drains 1d3 XP from victim (Will DC 13 negates). If rolled more than once, bring the amount of XP drained up by +1d per additional roll, and increase the Will save DC by +2.

2. Lich is stronger than normal, having an additional 1d3 Hit Dice.

3. Lich gains an additional 1d20 action die which can be used to cast spells.

4. Lich is prophetic, and is able to make astoundingly accurate predictions. Lich gains a +6 bonus to Initiative and Reflex saves due to foreknowledge. If rolled more than once, increase these bonuses by +2 per additional roll.

5. Lich is noncorporeal (as a ghost). If rolled more than once, the lich can change from noncorporeal form to corporeal form (or vice verse) once each day per time it is rolled (including the first time).

6. Lich gains 1d3 x 10% magic resistance. Additional rolls can stack.

7. Lich is immune to non-magical weapons. If rolled more than once, the magical bonus needed to strike the lich increases by one step. I.e., +1 if rolled once, +2 if rolled twice, +3 if rolled three times, and +4 if rolled four times.

8. Lich has spell knowledge that can be imparted for a price. If rolled more than once, increase the number of secrets the lich can impart.

Lion: See the Cyclopediaof Common Animals for various lions, including the mountain lion and cave lion (referred to as a spotted lion in the Monster Manual).

Giant Lizard: See the core rulebook, page 420. The Monster Manual offers some specific giant lizards, which are converted below.

Giant Fire Lizard: Init -3; Atk bite +5 melee (3d4) or claw +4 melee (1d6) or breath weapon; AC 17; HD 8d8; MV 20’; Act 1d20; SP breath weapon (3/day, cone of fire 10’ long with a 5’ base), camouflage +10, immune to fire; SV Fort +2, Ref -2, Will -2; AL N.

Proto-dragons, these creatures instinctively collect shiny objects, including coins and gems. They sleep roughly half the time, but are ravenously hungry when awake.

Giant Minotaur Lizard: Init -3; Atk bite +5 melee (3d6) or claw +3 melee (1d8); AC 17; HD 5d8; MV 30’; Act 3d20; SP grabbing bite (DC 10 Reflex negates), camouflage +6; SV Fort +5, Ref -4, Will -2; AL N.

This truly enormous lizard (at 2d10+30 feet long) is large enough that its bite can grab a human-sized creature unless it succeeds in a DC 10 Reflex save, preventing the creature from taking its next action and allowing the minotaur lizard to automatically bite it on the next round (which requires a new save or the target remains in the lizard’s mouth).

Minotaur lizards can carry away victims caught in their mouths, and will do so if possible.

Giant Subterranean Lizard: Init +2; Atk bite +5 melee (3d4); AC 16; HD 3d8; MV 50’ or climb 50’; Act 1d20; SP infravision 120’, camouflage +8; SV Fort +1, Ref +4, Will -2; AL N.

The giant subterranean lizard can run along walls or ceilings as easily as it can run on the ground.

Lizard Man: See the core rulebook, page 420.

Locathah: Init +2; Atk by weapon +0 melee (by weapon); AC 14; HD 2d6; MV 30’ or swim 40’; Act 1d20; SP water-breathing; SV Fort +1, Ref +2, Will +0; AL N.

These pale yellow humanoid fish are not necessarily hostile, and sometimes trade with land-dwelling humanoids. They are generally nomadic, but maintain carved coral “castles” along their travel routes, allowing them to rest at time in comparative safety. Because they live underwater, their weapons are typically spear, tridents, and similar thrusting weapons which work well in that environment.

A typical band of locathah numbers (1d4 x 10) + 1d10 members. Every band has a leader with 4 Hit Dice, and for every 10 locathah in a band, there will also be one with 3 Hit Dice. A “castle” is usually inhabited by 1d4+1 times this number, and has a 6 Hit Die leader with one 5 Hit Die lieutenant per 100 locathah.

These creatures have no special ability to communicate with undersea life, but they are clever, and are able to use marine life for their protection either by training certain individuals or by creating suitable environments for desired creatures to dwell. 


See the Cyclopedia of Common Animals for creatures the locathah may use.

Lurker Above: Init +0; Atk wrap +6 melee (smother); AC 14; HD 10d8; MV 1’ or fly 20’; Act 1d20; SP wrap, smother (1d6 per round), camouflage +10; SV Fort +8, Ref -4, Will +0; AL N.

This terrible creature somewhat resembles a flat manta ray which covers a 20 foot square space. It underside resembles a stone ceiling, allowing the lurker above to remain motionless and wait for prey to enter its area, often achieving surprise when the first creature reaches the center below the area where it waits. The lurker above then drops, making a single attack roll against all creatures in its area. Those which are hit are wrapped tight, taking 1d6 damage each round thereafter, and helpless to act (unless the action is purely mental). A DC 30 Strength check will allow a creature to escape, and an unwrapped character who makes a Mighty Deed of 6+ made for that purpose can effect the escape of a trapped victim.

Lurkers above have no mouths. Rather, they digest the organic remains of their victims while they are wrapped – a process that takes 1d6+2 days and leaves non-organic weapons, armor, etc., pitted with the creature’s digestive enzymes. These leavings may hint at the presence of a lurker above, and it is even possible to encounter the creature while digesting other victims!