Monster conversions

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Neo-Paladin
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FLGS: Gandalph

Monster conversions

Post by Neo-Paladin »

Here I intend to post some of my monster conversions from other sources. Comments, especially regarding the DCs and Hit Dice are welcome.
I'll start with the White Lion from Kingdom Death: Monster

White Lion
Init:+2; Atk: Bite + +5 melee (1d8+3) OR 2 Hands 1D16+5 (1D6+3); AC 14; HD 5d8+5; MV 90ft; SP Grab and Savage, Cat traits (as found in Critters, Creatures & Denizens); Act 1d20; SV Fort: +3, Ref: +4, Will:+1 AL N

Once upon a time, there was a proud lion who was possessed by a streak of vanity little known in the animal kingdom. So vain was he that he desired nothing more than to be rid of his paws which were not suited for stroking its own beautiful white fur. After years of wallowing in misery because he had no way of making his wish a reality, he came upon a mischievious demon who, in a moment of whimsy, decided to grant the lion its wish, replacing its front paws with human hands.

Now, the White Lion spends hours each day just grooming its own fur, almost to the point of where he neglects to hunt for food. When he does, he is usually half-starved and annoyed that he has to abstain from tending to his beautiful fur – and woe to anyone who crosses his path when he's in such a mood.
When he hits with both hands, he not only inflicts damage but also forces the target to make a Reflex saving throw against DC 12 or automatically receive the Bite damage as well.
Last edited by Neo-Paladin on Sun Jun 14, 2020 10:52 am, edited 1 time in total.
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Raven_Crowking
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Re: Monster conversions

Post by Raven_Crowking »

Reflex save.

Otherwise :D
SoBH pbp:

Cathbad the Meek (herbalist Wizard 1): AC 9; 4 hp; S 7, A 7, St 10, P 17, I 13, L 8; Neutral; Club, herbs, 50' rope, 50 cp; -1 to melee attack rolls. Hideous scar.
Neo-Paladin
Ill-Fated Peasant
Posts: 3
Joined: Sun May 10, 2020 8:26 am
FLGS: Gandalph

Re: Monster conversions

Post by Neo-Paladin »

Thanks for the response. And here we have the adaptation of the Dung Beetle Knight, slightly tweaked to fit the world of DCC better. Let me know what you think.

Noble Scarab
Init:+2; Atk: Chitinous Sword + 6 melee (1d8+4) or Plated left hook +4 (1D4+4); AC 16; HD 5d8+6; MV 35ft; SP Horned Charge, Knightly Camouflage; Act 1d20+1d14; SV Fort: +6, Ref: +2, Will:+4 AL L

These strange wandering beetle-men are the creation of the Order of Sezrekan. It is a little known fact that certain...waste products of monsters and magical beings have useful alchemical properties. And a wizard such as Sezrekan is certainly not going to pick up such leavings himself. He has people for that.
After maybe a few too many drinks, one of his sorcerous servants got the idea of creating a minion out of a creature who, by its very nature, collected feces anyway – the lowly scarab beetle.

After infusing it with the essence of a fallen knight to give it sentience, the sorcerer watched the beast grow to man-like size – and then received a vicious left hook that sent him reeling while the creature made its escape.

How there came to be more of these things is unknown. They can be found nearly anywhere in the wild, usually following monsters around and collecting their droppings - without truly knowing why. Neither mindless vermin nor truly sentient, they still possess a weird sense of honor and fair play and will challenge anyone to single combat who would keep them from picking up their...prize. From afar (100+ feet), a Noble Scarab looks like a knight in armor, with an Intelligence check against DC 14 needed to discern the creature's true nature. At 60 ft this DC drops to 10 and at 30 feet or less, the creature's nature becomes obvious.

The Noble Scarab can charge an enemy with its horn by moving at least 20 feet in a straight line and making an attack. If the attack hits, it deals 2D8+4 damage and the target must make a DC 12 Fortitude Saving Throw or fall prone.
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