Friday, 31 October 2025

Let’s Convert the Monster Manual: Finishing off the “M”s: Merman, Mimic, Mind Flayer, Minotaur, Mold, Morkoth, Mule, and Mummy

Happy Halloween!

Like the last post, this one will be somewhat long, but it covers a few important monsters. Mimics and mind flayers may be the most requested critters from the Monster Manual, and they are certainly monsters I have used, despite the complicated psionics rules in the original AD&D. The converse, though, is the morkoth, which I have never used. I will try to make it more to my tastes, anyway, herein.

Merman: Init +3; Atk spear or trident +4 melee (1d8+1); AC 15; HD 3d6; MV 10’ or swim 60’; Act 1d20; SV Fort +5, Ref +5, Will +2; AL N.

Mermaid: Init +5; Atk none; AC 15; HD 3d6; MV 10’ or swim 60’; Act 1d20; SP charming voice (1/day, Will DC 14 resists, lasts 1d4 days), kiss confers water breathing for 1d3 hours; SV Fort +3, Ref +9, Will +3; AL N.

These statistics come from this post. Merfolk generally shy away from land-dwellers, although they sometimes attack ships, and mermaids will sing to charm sailors onto reefs. A mermaid’s charming voice affects all who can hear it, and has a range of 500’.

Small Mimic: Init (always last); Atk pseudopod +2 melee (1 plus sticky); AC 12; HD 1d6; MV 5’; Act 1d20; SP camouflage, half damage from slicing and piercing weapons, sticky (Strength DC 15 to break free); SV Fort +4, Ref -2, Will -6; AL N.

These creatures are made of primordial slime, which has a rudimentary intelligence able to reshape itself into an object that appears to fit within the area it inhabits. Shape, texture, and colors are all reproduced although a suspicious character may see through the disguise with a DC 16 Intelligence check. The mimic otherwise gains surprise automatically.

Creatures that touch the mimic or are hit by a pseudopod are stuck to the creature, and cannot break free without a DC 15 Strength check, granting the mimic a +2 bonus to future attacks. Weapons which strike the mimic also become stuck, taking a -2d shift to damage, unless pulled free or the mimic is slain. A weapon stuck to a mimic stuck to a PC is useless until either the PC or weapon is freed.

Medium Mimic: Init (always last); Atk pseudopod +4 melee (1d4 plus sticky) or bite +2 melee (1d8); AC 10; HD 2d8; MV 5’; Act 1d20; SP camouflage, half damage from slicing and piercing weapons, sticky (Strength DC 19 to break free); SV Fort +6, Ref -4, Will -4; AL N.

These creatures are made of primordial slime, which has a rudimentary intelligence able to reshape itself into an object that appears to fit within the area it inhabits. Shape, texture, and colors are all reproduced although a suspicious character may see through the disguise with a DC 20 Intelligence check. The mimic otherwise gains surprise automatically.

Creatures that touch the mimic or are hit by a pseudopod are stuck to the creature, and cannot break free without a DC 19 Strength check. Stuck creatures have a -2 penalty to attack rolls, spell checks, and skill checks until they pull free. Weapons which strike the mimic also become stuck, and therefore useless, unless pulled free.

Large Mimic: Init (always last); Atk pseudopod +6 melee (1d6 plus sticky) or bite +4 melee (1d10); AC 10; HD 4d8; MV 5’; Act 3d20; SP camouflage, half damage from slicing and piercing weapons, sticky (Strength DC 21 to break free); SV Fort +8, Ref -6, Will -2; AL N.

These creatures are made of primordial slime, which has enough intelligence to be able to reshape itself into an object or group of objects which appears to fit within the area it inhabits. Shape, texture, and colors are all reproduced although a suspicious character may see through the disguise with a DC 20 Intelligence check. The mimic otherwise gains surprise automatically.

Creatures that touch the mimic or are hit by a pseudopod are stuck to the creature, and cannot break free without a DC 21 Strength check. Stuck creatures have a -2 penalty to attack rolls, spell checks, and skill checks until they pull free. Weapons which strike the mimic also become stuck, and therefore useless, unless pulled free.

Huge Mimic: Init -4; Atk pseudopod +10 melee (1d8 plus sticky) or bite +6 melee (1d12); AC 10; HD 8d8; MV 5’; Act 5d20; SP camouflage, half damage from slicing and piercing weapons, sticky (Strength DC 24 to break free); SV Fort +10, Ref -8, Will +0; AL N.

These mimics are intelligent enough to speak, and can reshape themselves into reasonably complex objects or groups of continuous objects. Shape, texture, and colors are reproduced well enough that even a suspicious character may only see through the disguise with a DC 22 Intelligence check. The mimic otherwise gains surprise automatically.

Creatures that touch the mimic or are hit by a pseudopod are stuck to the creature, and cannot break free without a DC 24 Strength check. Stuck creatures have a -2 penalty to attack rolls, spell checks, and skill checks until they pull free. Weapons which strike the mimic also become stuck, and therefore useless, unless pulled free. Unlike lesser mimics, mimics of this size can choose to release creatures or objects, or suppress their natural stickiness to lure creatures into a false sense of security – possibly getting creatures to willingly enter it before the entrances disappear and the creatures attack!

Because these mimics possess a low intelligence, there is a chance of parlaying with them.

These creatures were modified slightly from this post.

Mind Flayer: Init +2; Atk facial tentacles +4 melee (2d4 plus latch) or psionic blast; AC 15; HD 6d8; MV 30’; SP latch, eat brain, psionic blast (3/day, 30’ cone with 30’ base, 3d8 damage, DC 20 Will negates), immune to broken bones, regenerate 1/turn; Act 1d20; SV Fort +2, Ref +3, Will +8; AL L.

These subterranean humanoids arrived in the Lands We Know from some alternate world or plane. They have squid-like faces, and their flexible bodies indicate that their bones are malleable in a way our own are not.

When a mind flayer attacks with its facial tentacles, it latches onto its victim, who can escape with either a DC 16 Strength check or a successful Mighty Deed (4+). On the following round, and each round thereafter until the victim is freed, or either the mind flayer or the victim is dead, this alien creature begins the process of extracting its victim’s brain to consume. The victim takes 1d4 Intelligence and Personality damage each round; when both reach 0 the brain is extracted and the victim irrevocably dead. Even if the victim is rescued before full extraction, they must succeed in a Fort save (DC equals 10 + the total amount of Intelligence and Personality damage taken), or half the Intelligence and Personality damage taken is permanent, rounded up.

These creatures can also create a psionic blast, a cone of psychic force which damages all within it unless they succeed in a DC 20 Will save.

Mind flayers are said to live in communities deep beneath the surface of the world, where they hate and despise us. In addition to weird experiments and entertainments beyond the understanding of ourselves, mind flayers spend their time plotting our downfall, travelling to distant planes or planets, and even scheming ways to put out the light of the sun.

Minotaur: See the core rulebook, page 422.

Yellow Mold: When disturbed, this gives out a cloud of poisonous spores in a 10’ radius. All within spend 1d3 rounds incapacitated from choking, taking 1d3 Stamina damage in the process. Thereafter, they must succeed on a DC 10 Fortitude save or die in 1d5 turns. A new patch of yellow mold grows from the corpse 1d3 days later.

Yellow mold is susceptible to fire, and may be destroyed thereby. A thief seeking to obtain a sample of yellow mold sufficient for one use must succeed in a Handle Poison check with a -1d penalty.

Brown Mold: This fungal growth feeds on heat. Within 100’ of a patch of brown mold, it becomes noticeably colder. Within 30’, living creatures take 1d4 damage per round from the intense cold. Should a living creature actually touch brown mold, it takes 3d4 damage (or 3d4 damage per round of contact) as the mold feeds off the creature’s heat. Un-dead infested with this stuff or pit traps coated in it are therefore extremely dangerous!

An application of extreme cold or magical cold destroys brown mold, but little else (if anything) affects it.  

Morkoth: Init +0; Atk bite +4 melee (1d10) or charm; AC 17; HD 7d6; MV 30’ or swim 40’; Act 1d20; SP hypnosis, charm, spell reflection; SV Fort +3, Ref +3, Will +3; AL C.

This monster is variably referred to as a morkoth, morlock, or “wraith of the deep”. It is a dim, shadowy monster, said to combine aspects of a humanoid and cephalopod, but reports vary and few who come face-to-face with the monster survive.

Morkoths are solitary beings, who make their lairs in dark, deep waters, inhabiting the nexus of a series of 1d5+3 spiraling tunnels. These tunnels draw creatures passing within 30’ to them hypnotically, drawing the victim further and further in, until they draw close to the nexus (DC 15 Will negates). The tunnels are so constructed that creatures larger than a typical humanoid cannot enter.

Once a creature reaches the nexus, the hypnotism fails, but the morkoth can charm its victim, forcing it to hold still, unaware and unacting, while the creature devours it with its squid-like beak. Once charmed, a victim is held by this effect for 1d6 hours, allowing the morkoth to feed at its leisure.

Spells targeting a morkoth instead reflect back to the caster (and possibly affecting others nearby also; the caster is the center of any area effect, which might still include the morkoth).

Mule: See the core rulebook, page 418, or the Cyclopediaof Common Animals for expanded information.

Mummy: See the core rulebook, page 422.

 

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.

 

Tuesday, 21 October 2025

Palaeoloxodon Namadicus

Palaeoloxodon Namadicus: Init +0; Atk trunk +8 melee (1d8 plus grab and constrict) or gore +8 melee (2d8 plus knock prone) or trample +4 melee (10d8); AC 18; HD 24d8; MV 40’; Act 2d24; SP grab and constrict (automatic damage each round, damage increases by +1d each round, opposed Str vs. +12 to escape), knock prone (Fort DC 25 negates), crit 20-24; SV Fort +18; Ref +0; Will +7; AL N.

These gigantic prehistoric elephants weigh 1d5+20 tons, almost four times as much as adult African elephants, and reach heights of 1d5+14 feet. Their tusks are 1d7+9 feet long, weighing 1d50+250 pounds each, and worth 1 gp per pound.

These elephants live primarily in open grassland. They live in matriarchal herds of 6d6 individuals, including adult females and calves of both gender. As with other elephants, males are larger, and more volatile, than females, and live alone except when in musth.

These elephants are otherwise similar to those described in the Cyclopedia of Common Animals, which includes African, Asiatic, and Borneo elephants as well as mammoths and mastodons.



Friday, 17 October 2025

Let’s Convert the Monster Manual: Mammoth, Manticore, Masher, Mastodon, and Medusa

Of the creatures I am converting from the Monster Manual in this post, the manticore is hands-down the one I have used the most. I used them while I was running 1st Edition, revisited them in 2nd and 3rd edition, and used one in the funnel adventure, White  Out, which has thus far appeared only in my Patreon. From folklore and mythology, manticores can represent the sins of a community, and I have certainly made use of that interpretation. I have also done things like place a mated pair of manticores on a lonely island, where they feed on wild cattle and unintentionally guard the entrance to an ancient tomb. There is just something about this monster that feels right to me.

On the other end of the spectrum, we have the masher, which I have seldom considered and I think I have used once, primarily as a challenge to myself to do so. I hope that this post inspires the Gentle Reader to use the creatures themselves.

It is noteworthy that many of the creatures I never or seldom used are aquatic. In those early days of my gaming, I could seldom convince players that it was worthwhile to take passage on a ship, largely because of the potential risks involved. If something happens to the ship, you are in deep trouble, and the idea of starting an adventure with a shipwreck seemed too good to pass up. In fact, Chanters in the Dark starts this way, so that is not an entirely spurious concern.

There are a number of AD&D monsters capable of capsizing or otherwise sinking ships, and even if you are just boarded by aquatic monsters, wearing armor is a potential death sentence if you fall overboard, so your party is not usually at their strongest. Should you do well, aquatic enemies can flee where they cannot easily be followed, and they can regroup to attack again at their leisure. The stories we enjoy reading, and those we tell at the table, tend to be ones where things happen, so that, even if 99% of all sea voyages avoid these dangers, the PCs somehow end up on the ones that do not.

Undersea adventures are even more difficult, unless there is a way for the players to be certain that their characters can breathe, and that the judge will not use the crushing ocean depths to kill them all. It behooves the judge to consider three dimensions when planning adventures, but when you are underwater it is mandatory, adding to the difficulty of designing (and sometimes running) these adventures. Adventuring underwater can be an interesting change of pace, but there is a reason why there are so few good published underwater adventures.

In an adventure like Isle of Dread, the ocean voyage is already accomplished prior to the action beginning.  That works well enough, but limits the use of aquatic monsters. There are some potential marine encounters in that module, but they require the PCs to be sailing around the island, and have the potential issues raised earlier. It’s okay to have the occasional shipwreck, but the more often such an event occurs, the more foolish players have to be to trust their characters to the sea.

Even in an otherwise land-locked adventure, water features can cause players anxiety. I love including flooded corridors, underground rivers, and the like for this very reason. To explore, or not to explore? When you know your movement and combat abilities are compromised, cannot see what lies below the surface, but know that anything there is in its element while you are not, tensions naturally rise.

NOTE: When I first wrote this, I missed that there is indeed a manticore in the monster section of the core rulebook. Feel free to compare and contrast!

Mammoth: See the Cyclopedia of Common Animals. Mammoths, mastodons, and modern elephants are included.

Manticore: Init +4; Atk bite +4 melee (1d4) or claw +3 melee (1d6) or 1d4 tail spikes +2 ranged (60’ range, 1d4 each); AC 15; HD 6d8+18; MV 40’ or fly 60’; Act 2d20; SP tail spikes, special abilities; SV Fort +5; Ref +3; Will +6; AL C.

Manticores appear as large lions with bat-like wings and human heads with oversized mouths. The common manticore has a tail bristling with spikes; it can launch 1d4 of these at a single target, which uses up both of its action dice and requires a separate attack roll for each spike. A manticore typically has 3d12 spikes available at any given time; once used, they take days or weeks to regrow. Maticores have three rows of teeth and bell-like voices.

A manticore can have 1d8-1 special features. When a special feature is indicated, roll 1d10 on the table below, rerolling any duplicates:

1. Larger than normal. The manticore gains 2 additional Hit Dice.

2. Instead of tail spikes, the manticore has a scorpion-like tail, which drips whitish-green venom. Tail sting +2 melee (1d3 plus venom); venom (Fort DC 15 or 1d7 damage).

3. The manticore’s voice paralyzes those who hear it, who must succeed on a DC 15 Will save or be rooted to the spot for 1d10 full minutes. Once a character has succeeded in this saving throw, they cannot be affected again that day.

4. The manticore has no wings and cannot fly, but gains Climb 30’ and can climb on sheer surfaces with ease.

5. When reduced to 0 hit points, the manticore lets out an ear-splitting screech (Fort DC 10 or be deafened for 1d3 days; deafness is permanent on a natural “1”).

6. The manticore is immune to one specific type of damage, such as fire, cold, or electricity.

7. The manticore’s tail spikes are envenomed (Fort DC 12 or 1d4 damage). If the manticore has no tail spikes, reroll.

8. The manticore has 2d6 extra tail spikes. If the manticore has no tail spikes, reroll.

9. The manticore has an extra tail, and can use both tails as the same action. A manticore can target separate foes with each tail.

10. The manticore gains an extra action die, and has an additional +1 bonus to Initiative.

If a manticore has venom, a thief can extract 2d4 doses with a successful Handle Poison check.

This entry was built off the mantichore from White Out.

Masher: Init +0; Atk crush +0 melee (5d4); AC 13; HD 8d8; MV swim 20’; Act 1d20; SP venomous spines (Ref DC 12 negates, otherwise 1d4 Stamina damage and Fort DC 12 or immediate paralysis followed by death in 1d3 minutes); SV Fort +12; Ref +0; Will +0; AL N.

Mashers are 1d4 + 11 foot long eel-like fish, shaped somewhat like worms, a number of venomous dorsal spines they can use for self-defense. They live in coral reefs, and are named for their feeding method of “mashing” coral growths and eating the resultant smaller pieces with their suction-like mouths. Although they cannot bite, masher have hard bony heads which they can use to crush attacking creatures much as they do coral.

In addition, the masher uses its dorsal spines to ward off attackers. Each masher has 1d3+1 pair of these spines, which are independently mobile. Attackers must succeed in a DC 12 reflex save or come into contact with the deadly venom.

These fish would be largely left alone by intelligent creatures, but 1d3 doses of this venom can be removed from the venom sac of each dorsal spine with a successful Handle Poison check, and the venom retains its full potency for 3d6 months.

Mastodon: See the Cyclopedia of Common Animals

Medusa: Init +2; Atk dagger +2 melee (1d4) or biting serpents +0 melee (1d6 plus venom), AC 15; HD 6d8; MV 30’; Act 1d20; SP infravision 60’, venom (1d3 Stamina plus Fort DC 15 or 1d6 damage), petrifying gaze (Reflex DC 15 averts; otherwise 1d3 Agility and Will DC 12 or turned to stone, petrified if Agility reaches 0); SV Fort +3, Ref +3, Will +0; AL C.

The above medusa was built from this post, whose medusa is reproduced below:

Medusa: Init +2; Atk biting serpents +6 melee (1d6 plus venom), AC 12; HD 4d8; MV 30’; Act 1d16; SP infravision 60’, half damage from non-magical weapons, venom (1d3 Stamina plus Fort DC 15 or die), petrifying gaze (Reflex DC 15 averts; otherwise 1d3 Agility and Will DC 12 or turned to stone, petrified if Agility reaches 0); SV Fort +1, Ref +3, Will +0; AL C.

The interested reader might also enjoy the medusa from this post, which was based off of the work of the late great Ray Harryhausen for the original version of Clash of the Titans (1981), and which was featured in The Mysterious Valley in D.A.M.N. #1.

Harryhausen Medusa: Init +2; Atk Short bow +5 ranged (1d6 plus poison); AC 14; HD 2d8+4, HP 12; MV 40’; Act 2d20; SP petrifaction by gaze 1 target/round (Ref DC 12 to avoid) and any creature attempting to attack must make this save, poisoned arrows (Fort DC 10 or die), poisonous blood (1d6 damage by splash, Fort save DC 10 or die with greater contact); SV Fort +4, Ref +6, Will +8; AL C.

Finally, you may find my write-up for Euryale and the Un-dead Euryale to be or some interest, although that might be a bit farther afield than a strict conversion post should go.

 

 

 

Friday, 10 October 2025

Let’s Convert the Monster Manual: Lycanthropes and Giant Lynx

The DCC Annual covers lycanthropes pretty well, but there is a reasonable chance that some people don’t have that resource. The goal is converting the Monster Manual lycanthropes is to create single statblocks for each type rather than one for humanoid, one for animal, and one for half-human form. The judge simply picks the movement, attacks, action dice, and AC that is most appropriate to each given form.

The Cyclopedia of Common Animals was a big help in determining base animal stats to work with. Of course, the lycanthropic versions are somewhat better than natural animals. Giant rats are from page 424 of the core rulebook, and were used as a baseline here.

I threw in the giant lynx because it wasn’t any extra work and it finishes off the “L”s.

Werebear: Init +4; Atk bite +5 melee (1d6 plus lycanthropy) or claw +8 melee (1d6) or by weapon +6 melee (by weapon +4); AC 16 or 12; HD 7d8; MV 40’ or 30’; Act 2d20 or 1d20; SP maul (if both claws hit, 2d6 plus free bite attack), healing (up to 3 HD/day), enormous strength (+4 bonus in humanoid form), lycanthropy, half damage from non-silver or non-magical weapons; SV Fort +10; Ref +3; Will +8; AL C.

Although they want little to do with civilization as a rule, werebears are not usually hostile and may sometimes befriend travelers. They are capable of healing others by laying hands, healing up to 3 Hit Dice of damage each day without making a spell check. Werebears often have a good relationship with nearby animals, and use this ability to maintain it.

A humanoid bitten by a werebear must succeed in a Fort save (DC equals 10 + damage done) or contract lycanthropy, becoming themselves a werebear on the next full moon. Even in bear form, werebears are aware of this danger, and do not bite victims unless they intend to kill them.





Wereboar: Init +2; Atk bite +4 melee (1d6 plus disease and lycanthropy) or by weapon; AC 16 or 12; HD 5d8; MV 40’; Act 1d20; SP disease (Fort DC 10 or 1d3 Stamina damage), continue to fight for 2d4 rounds at 0 hp, lycanthropy, half damage from non-silver or non-magical weapons; SV Fort +6; Ref +2; Will +5; AL N.

Wereboars are not evil, but they are cantankerous and better left alone. A humanoid bitten by a wereboar must succeed in a Fort save (DC equals 10 + damage done) or contract lycanthropy, becoming themselves a wereboar on the next full moon. Wereboars can continue to fight at 0 hp even in human form.



Wererat: Init +4; Atk bite +2 melee (1d4+1 plus disease plus lycanthropy) or by weapon +1 melee (by weapon); AC 14 or 12; HD 2d6+4; MV 30’ or climb 20’; Act 1d20; SP disease (DC 7 Fort save or additional 1d6 damage), summon rat swarm, lycanthropy, half damage from non-silver or non-magical weapons; SV Fort +5, Ref +2, Will +2; AL L.


Wererats are most often encountered in half-changed form, where they can attack with weapons or bite. Groups of 4d6 members infest sewers, wharves, dungeons, and other places where rats (or giant rats) are common.

A wererat can summon a normal rat swarm (see core rulebook, p. 424), which arrives in 1d6+1 rounds, by using an action die. A humanoid bitten by a wererat must succeed in a Fort save (DC equals 10 + damage done) or contract lycanthropy, becoming themselves a wererat on the next full moon.

Weretiger: Init +5; Atk bite +5 melee (1d6) or claw +7 melee (1d4) or by weapon +5 melee (by weapon) or spell; AC 17 or 12; HD 6d8; MV 40’ or 30’; Act 3d20 or 1d20; SP camouflage +8, rake (2d4), spellcasting, lycanthropy, half damage from non-silver or non-magical weapons; SV Fort +5; Ref +7; Will +5; AL N.

If a weretiger in tiger form strikes the same target with both claws, it also rakes for an additional 2d4 damage. 50% of all weretigers are spellcasters in human or half-human form, having spells as a level 1d3+1 wizard with an Intelligence of 1d5+13. A humanoid bitten by a weretiger must succeed in a Fort save (DC equals 10 + damage done) or contract lycanthropy, becoming themselves a weretiger on the next full moon.

Werewolf: Init +5; Atk bite +8 melee (1d8+2) or by weapon; AC 16; HD 5d8; MV 40’ or 30’; Act 1d20; SP surprise +6, lycanthropy, half damage from non-silver or non-magical weapons; SV Fort +6, Ref +4, Will +5; AL C.


Werewolves are stealthy, gaining a +8 bonus to any opposed checks to surprise opponents. A humanoid bitten by a werewolf must succeed in a Fort save (DC equals 10 + damage done) or contract lycanthropy, becoming themselves a werewolf on the next full moon, and werewolves will bite victims they do not intend to kill just to pass lycanthropy on.

Giant Lynx: See the Cyclopediaof Common Animals for both common and giant varieties.



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!