Wednesday, 11 February 2026

Sickle & Torch

For many of us, 0-level play was our first experience with DCC RPG. Throw a bunch of nobodies into an awful situation, and see which ones come out alive. You have created a compelling backstory along the way and answered the age-old question, “Why are these particular people adventuring together?” You know about their bonding experience. You were there.

Funnels are one flavor of DCC fun. The flip side is that there is a certain joy in playing leveled-up characters, with their added abilities and history.

Mihailo Tešić dared to ask the question, What if you could have both at the same time? What if, instead of leveling the PC, you leveled their torch? And, while that may sound like all kinds of bonkers, he made it work. You can have complete campaigns with peasant mobs, with all the blood and carnage that implies, and still keep the continuity and added fun of leveled play.

As a bonus, if you choose not to go this route, the adventures work the same as normal DCC adventures. Which, of course means that if you do decide to go this route, you can still use your existing materials. At least, that is how I read it.

You can learn more about Sickle & Torch here.

The kickstarter prelaunch page is here.




 

Friday, 30 January 2026

Let’s Convert the Monster Manual: Wraith, Wyvern, Xorn, Yeti, and Zombie

This is the final post for my Monster Manual conversions. Most of these creatures are ones I have converted already, and the wyvern was made fairly simple through the use of the Purple Sorcerer dragon generator.

Thus far, you have full conversions of the Fiend Folio, the Monster Manual, and the Melnibonéan Mythos from the Deities & Demigods cyclopedia. Ultimately, this was a lot of fun to do, but a fair amount of work as well. On my Patreon I am doing more conversions, some of which (but not all) will eventually be posted here. With various other projects on the go, my time is tighter than it was, and I require more time to do things.

If you use any of these conversions, I would love to hear about it! I love doing this work, and I love sharing with the community, but my health is not the best and I have to make hard decisions about how I spend my energy. 

I know that comments have to be approved, and that this is a pain, but it protects us both from spam comments and unsavory types (such as stalkers who like to snipe from the shadows). I promise you that I read every well-meaning comment, and I let them through as soon as I see them.

Wraith: Init +Init +2; Atk non-corporeal touch +2 melee (1d6 plus Stamina drain); AC 16; HD 4d12; MV fly 40’; Act 1d20; SP un-dead, Stamina drain (1d4 Stamina, Fort DC 13 for half), create spawn (victims reduced to 0 Stamina die and become wraiths on the next full moon), immune to non-magical weapons, non-corporeal; SV Fort +2, Ref +4, Will +8; AL C.

Wraiths are non-corporeal un-dead which are sometimes found on old battlefields, but which are not bound to the location of their deaths. Although wraiths shun and abhor sunlight, they are not harmed by it.

Based off of this post.

Wyvern: Init +7; Atk claw +5 melee (1d8) or bite +8 melee (1d12) or tail sting +8 melee (1d12 plus venom); AC 17; HD 7d12; MV 40’ or fly 80’; Act 2d20; SP venom (1d3 Strength plus DC 17 Fort or 1d6 Stamina); SV Fort +7, Ref +7, Will +7; AL C.

Wyverns are related to dragons, but they are not nearly as smart and they have only two legs. Their tails end in venomous stings, which are thankfully less potent than the venoms of some true dragons. A thief can extract 1d5 doses of venom from a slain wyvern with a successful Handle Poison check, and may make 1d3+2 attempts before the wyvern’s venom runs dry.



Xorn: Init –5; Atk claw +3 melee (2d6) or bite +1 melee (2d8); AC 22; HD 4d8+16; MV 30’ or swim through stone 60’; Act 3d20; SP DR 10/magic, ignore stone at will, transport to Elemental Plane of Earth, infravision 60’, see through stone 30’, smell gems and precious metals 120’, swim through stone; SV Fort +22, Ref –2, Will +10; AL N.

Small Xorn: Init –4; Atk claw +1 melee (2d6) or bite +0 melee (2d8); AC 20; HD 2d8+8; MV 30’ or swim through stone 60’; Act 3d20; SP DR 10/magic, ignore stone at will, transport to Elemental Plane of Earth, infravision 60’, see through stone 30’, smell gems and precious metals 120’, swim through stone; SV Fort +20, Ref +0, Will +8; AL N.

Large Xorn: Init –7; Atk claw +6 melee (2d6+3) or bite +3 melee (2d8+3); AC 24; HD 8d8+8; MV 30’ or swim through stone 60’; Act 3d20; SP DR 10/magic, ignore stone at will, transport to Elemental Plane of Earth, infravision 60’, see through stone 30’, smell gems and precious metals 120’, swim through stone; SV Fort +25, Ref –4, Will +15; AL N.

A xorn is a roughly barrel-shaped creature from the elemental plane of earth. It has three arms ending with rock-hard claws, and three short legs. Three eyes surround the gaping maw at the top of its body.  Its skin is made of greyish-brown rock-hard material that is quite difficult to damage. They are extremely heavy – even a small xorn weighs over 800 pounds – due to their rocky makeup.

Xorns have the ability to teleport from the elemental plane of earth to the material plane and back once every three centuries, and are able to transport up to three willing creatures no larger than themselves when doing so. They can swim through earth and stone at will, as though it were water, leaving no opening behind them. 

Likewise, they can treat earth and stone as solids whenever it suits them. This is a natural part of any move action they take, and makes it extremely easy for a xorn to escape almost any conflict that is going poorly, although they cannot transport other creatures through stone or earth in this manner. In addition to having infravision to a range of 60 feet, xorn can see through solid earth or stone to a range of 30 feet.

Xorn eat precious metals and gems, which they can scent at a range of 120 feet, even through solid earth and stone. They usually only come into conflict with beings from the material plane over these “tasty treats”.  Often, xorn attacks can be headed off by offering some portion of treasure (typically 50 gp x the xorn’s Hit Dice), and in some cases xorn have carried adventurers to the elemental plane of earth in exchange for precious metals and gems worth 100 gp x the xorn’s Hit Dice, per person carried.


Sometimes, undigested gems may be found within a xorn’s primary stomach.  In addition, it is 20% likely that a xorn on the material plane is encountered within 100 yards of a seam of metallic ore.  Such as seam is able to produce 10d6 x 100 lbs. of refined metal if the labor necessary to follow, extract, and smelt the ore is performed (1d6 days of labor per 10 lbs.).

There is a further 10% chance that, after 2d6 days of labor, another vein is located, intersecting the first.  Determine value and type randomly, as with the first vein.  There is a 5% chance of encountering a third intersecting vein, a 2% chance of a fourth, a 1% chance of a fifth, and a 1% chance of additional veins thereafter until no vein is encountered.

From this post.

Yeti: Init +2; Atk claw +7 melee (1d8+3) or bite +5 melee (1d5+4); AC 14; HD 10d8; MV 40’ or climb 30’; Act 2d20; SP rend for 2d8, stunning cry or gaze (1d6 rounds, Will DC 10), radiate cold (1d6, Fort DC 15 for half); SV Fort +8; Ref +6; Will +10; AL C.

Yeti are large, ape-like monstrous humanoids dwelling in the cold, high regions of the world. Their fur is a dirty white, and their eyes blaze with reddish or yellowish light. They are often described as smelling faintly like skunk spray.

Yeti are believed to be shy and secretive, avoiding encounters with intelligent creatures more often than attacking. As a result, yeti tracks are seen more often than the creatures themselves. However, reports claim that yeti sometimes trail folk travelling the high passes, learning what they can about them. Sometimes, this results in an attack, and when a yeti chooses to attack, its attack can be devastating.

A yeti attacks with claws and fangs. Its weird, ululating cry can freeze opponents in terror, as can its malevolent gaze. A yeti can use its cry with an Action Die, or its gaze against a single opponent as part of a move or attack, once per round. Those who hear the cry or meet the gaze must make a save (Will DC 10) or be stunned for 1d6 rounds, and unable to take any action. In addition, the yeti’s body radiates intense cold, so that any creature engaged in close melee combat with a yeti takes 1d6 points of cold damage each round (Fort DC 15 for half).

A yeti that hits with both its claw attacks can rend for an additional 2d8 damage.

Yeti sometimes lead bands of white ape-men (see the core rulebook, p. 395). They may keep shiny objects, but the remainder of their treasure is usually found in some hidden area where they store the remains of their victims. For some reason, yeti are attracted to holy relics and clerical scrolls, and hoard the writings of mountain priests. There are rumours that yeti with dark fur roam some isolated temperate forests, occasionally terrorizing the inhabitants of remote settlements, hunting cabins, and logging camps.

Yeti will attack lone travelers without reservation, but may observe a group for many days prior to making any attack. They observe from a distance, using stealth. There is a 20% chance that a yeti will use its cry, observing the effect on travelers (and avoiding those who seem to easily resist repeated attempts); there is a 10% chance each time that a distant yeti will return the cry (with the same effects).  If a yeti observes a group already engaged in a dangerous encounter, it is 75% likely to use its cry.

When an actual attack is made, the yeti chooses some location that allows it to get close without being observed. The yeti then uses its cry, charges, grapples a random character, and carries him off (the victim is subject to the yeti’s gaze and cold aura). The yeti will choose an ice or rock crevice if possible, so that pursuing creatures must use a hazardous route to overtake it. The yeti is 50% likely to have piled rocks atop the crevice to drop on pursuers (2d4 rocks, causing 2d10 damage each). It is 25% likely to use its cry, possibly causing stunned climbers to fall to their deaths.

Yeti prefer intelligent victims to unintelligent ones, and thus always choose humans and their close kin over pack animals. Once the yeti has secured a victim, it will tear it limb from limb, consuming the victim over a period of several hours. Thereafter, the yeti will plan one ambush attack every 24 hours (60% at night, 25% during daylight hours, and 15% either at dawn or dusk) to renew its food supply. This will continue until the yeti is slain, or until the group escapes its territory. Worse, there is a cumulative 5% chance ever 24 hours that an additional yeti will begin making raids on the group.

Taken from this post. For fun and contrast, also look at this post.


Zombie: See the core rulebook, page 431.

Saturday, 24 January 2026

Let’s Convert the Monster Manual: Wight, Will-o-(the)-Wisp, Wind Walker, Wolf, and Wolverine

This is the penultimate post before the Monster Manual is completely converted. Let us take a moment to stop and look back. We now have all of the Fiend Folio and almost all of the Monster Manual converted. That is a considerable amount of work.

If you like this material, there are over 500 statblocks in the Cyclopedia of Common Animals. I am currently at work on the Cyclopedia of Common Faeries, as well as a more general monster book. There are a few statblocks in the Preview Version of Deities & Powers of the Middle World, as well as a whole host of other goodies. 

If you like what you see, and you are able (because I know many of us are hurting right now), please consider supporting these efforts. I am trying to build a sandbox setting where other writers and publishers are invited to play. That's why the Cyclopedia of Common Animals offers such generous terms for using its material.  

Anyway, back to the Monster Manual.

These are almost all monsters which I look upon fondly, with the wind walker being the only one which I not only never used, but forgot about entirely! If you have ever used wind walkers to good effect, I would love to hear the tale.

Without further ado:

Wight: Init +0; Atk cold touch +2 melee (XP drain), AC 15; HD 3d12; MV 30’; Act 1d20; SP un-dead, XP drain (Will DC 20 or lose 1d5 XP), create spawn, sunlight vulnerability; SV Fort +5, Ref +0, Will +4; AL C.

Wights are corporeal un-dead creatures which inhabit ancient barrows, catacombs, and similar underground places of internment. Wights attack with a cold touch that permanently drains 1d5 experience points unless a DC 20 Will save succeeds. XP drain does not result in loss of levels, although any lost XP must be made up before new levels can be gained. If XP is reduced below 0, the victim dies and rises as a wight after 1d5 hours.

This version of the wight is largely taken from this post, but this post offers another take:

Major Wight: Init +4; Atk longsword +6 melee (1d8 plus sleep and paralysis) or spell; AC 16; HD 8d12; MV 30’; Act 1d20; SP Un-dead, sleep and paralysis (Fort DC 10 + damage done or fall into a deep sleep for 3d6 turns; upon waking, target is paralyzed until they succeed in a DC 10 Will save [1 attempt per round]), fear aura (60’ radius, Will DC 12 or unable to take any action for 1d5 rounds [once per encounter]), reform in 3d3 turns unless banished or otherwise dispelled, spellcasting (+8 bonus to spell check: chill touch, sleep, ventriloquism, and weather control); SV Fort +4, Ref +3, Will +7; AL C.

Lesser Wight: Init +2; Atk longsword +4 melee (1d8 plus sleep and paralysis); AC 16; HD 6d12; MV 30’; Act 1d20; SP Un-dead, sleep and paralysis (Fort DC 5 + damage done or fall into a deep sleep for 3d6 turns; upon waking, target is paralyzed until they succeed in a DC 5 Will save [1 attempt per round]), fear aura (30’ radius, Will DC 8 or unable to take any action for 1d3 rounds [once per encounter]); SV Fort +3, Ref +2, Will +5; AL C.

Minor Wight: Init +0; Atk longsword +3 melee (1d8 plus paralysis); AC 16; HD 4d12; MV 30’; Act 1d20; SP Un-dead, paralysis (Fort DC = damage done or paralyzed 1d3 rounds), fear aura (15’ radius, Will DC 6 or unable to take any action for 1d3 rounds [once per encounter]); SV Fort +2, Ref +0, Will +3; AL C.

Either version is likely to cause some level of trepidation for your jaded adventurers!

Will ‘o’ the wisp: Init +0; Atk energy discharge +3 ranged (1d5+3); AC 15; HD 1d3; MV 60’; Act 1d20; SP infravision 60’, detect the living 250’, entrance, invisibility, exude despair; SV Fort +0, Ref +8, Will +3; AL C.

These corpse-candles appear as red, green, yellow, or blue lights that misguide the paths of those who they can tempt into following them. Each has the power to entice victims into following it; a DC 15 Will save (+1 for each additional will ‘o’ the wisp beyond the first) is required to resist following the corpse lights for 1d3 turns. Their destination is always some bog, monster, trap, or other dangerous situation. When leading others, they do not move faster than is needed to keep ahead.

Will ‘o’ the wisps can defend themselves with energy discharges, up to a range of 30’. They can become invisible or visible at will by using an Action Die. Finally, a will ‘o’ the wisp can exude despair once per day, to a range of 60’. Any creature caught in this radius must succeed in a DC 20 Will save or become overwhelmed with despondency, taking no actions for 1d3 turns unless directly attacked.

Taken from this post.

Wind Walker: Init +6; Atk wind buffet; AC 13; HD 6d8; MV 40’ or fly 60’; Act special; SP wind buffet (3d6), non-corporeal, naturally invisible, telepathy 50’ range, cannot surprise opponents, spell vulnerabilities; SV Fort +0, Ref +8, Will +4; AL N.

These invisible, non-corporeal creatures are composed of elemental air. They are sometimes encountered among mountain peaks or in the service of storm giants or powerful wizards, but they can also be found in the depths of the earth, where vast cave systems create their own wind.

Wind walkers cannot surprise creatures that can hear, because the sound of great winds always heralds their coming. When they attack, they buffet opponents within 30’ with high winds, rolling a single attack roll against all opponents in range (similar to the attack action of swarms).

Because they are composed of wind, a successful weather control or reversed gust of wind spell does damage to a wind walker equal to the spell check result.

Wolf: See the core rulebook, page 431, for both wolves and dire wolves. These are reproduced in the Cyclopedia of Common Animals, along with giant wolves, giant two-headed wolves, arctic wolves, desert wolves, and red wolves. I have also included some wild canines that aren’t wolves, like the dhole, dingo, coyote, and maned wolf. I did not, however, include a winter wolf, so that appears below.

Winter Wolf: Init +5; Atk horn +6 melee (1d8) or breath weapon; AC 15; HD 4d6; MV 40’; Act 1d20; SP breath weapon (cone of cold, 10’ long with 10’ base, 2d12 damage, Fort DC 25 for half), immunity to cold; SV Fort +5, Ref +3, Will +4; AL L.

Wolverine: See the Cyclopedia of Common Animals for both normal and giant wolverines.

Sunday, 18 January 2026

Let’s Convert the Monster Manual: Umber Hulk, Unicorn, Vampire, Giant Wasp, Water Weird, Giant Weasel, and Whale

We are now only two more posts away from completing conversions for the Monster Manual. In my Patreon, I am currently converting the Monster Manual II and the monsters from the original Deities & Demigods cyclopedia. I am also converting the original monsters from BECMI which did not make it into AD&D 1e. Not all of these conversions will be posted here. Working material on the Cyclopedia of Common Faeries and Deities & Powers of the Middle World are also posted there, for those who are interested.

The Monster Manual umber hulk is black, but this makes little sense to me given its name. I tried to make its confusion ability easier to use while remaining potent. This is a monster I have not used often, and mostly avoided so that I could avoid it confusion power. Having players roll each round to see what their PCs do is seldom fun, in my experience.

Unicorns are something that, I think, most of us have both used and struggled with. On one hand, they are a common monster type which reverberates in our collective psyche. On the other hand, it is hard to use them without feeling somewhat disappointed. Unicorns in role-playing games seldom match the image in our heads. Something to talk to tends to fall flat, as the unicorn becomes just another NPC. The cool factor of a unicorn mount needs some other use of unicorns to compare it to. Herein, I give you a reason why PCs might hunt down a unicorn, and include some of the cost for doing so.

The vampire herein is an evolution of Erasmus Cordwainer Blood from Thirteen Brides of Blood and Count Urla from Down Among the Wreckers. I have had my own characters die to water weirds, but I cannot remember ever having placed one in an adventure. I will have to rectify that. Giant wasps and giant weasels are staples, with using whales less common because of the dearth of maritime adventuring in my earlier days.

If you use any of these conversions, I would love to hear about it!

Umber Hulk: Init +0; Atk claw +5 melee (1d4+4) or bite +2 melee (2d6); AC 18; HD 8d8; MV 20’ or burrow 15’; Act 3d20; SP confusion; SV Fort +8, Ref +0, Will +2; AL C.

These reddish-brown creatures stand upright in a manner similar to humanoids, but they are not. They live deep underground, where they tunnel through earth and solid stone, seeking edible fungi and fresh meat. Umber hulks have the power to confuse foes directly before them, resulting in a -1d to all rolls for 3d4 rounds (no save). This power is inherent in their four eyes, and can does not affect non-living creatures or creatures without sight. Blinding an umber hulk in two or more of its eyes ends the effect immediately.

These creatures are intelligent, and can sometimes be bargained with.

Unicorn: Init +7; Atk horn +5 melee (1d12) or hoof +4 melee (1d5+3); AC 18; HD 4d8; MV 90’; Act 1d20; SP charge, shadow step, maiden vulnerability, horn, blood; SV Fort +5, Ref +13, Will +7; AL C.

Perhaps the most wondrous creature of Elfland which passes into the Fields We Know, the unicorn appears as a white horse with cloven hooves and a goat-like beard. A single horn silver-white grows from its resplendent brow, which glimmers in the twilight with an opalescent sheen.

When a unicorn charges, it does double damage with its horn attack, in addition to the standard +2 to hit and -2 penalty to AC until its next action. Unicorns can step in and out of Elfland as part of their move using their action die, effectively teleporting 30’ during their move or disappearing from the Fields We Know entirely. They are difficult to capture as a result, and almost impossible to keep, although they cannot shadow step when surrounded by an iron cage or when bound by a noose in which iron filaments are woven.

Unicorns have a particular vulnerability to virginal maidens, which they can sense from up to 5 miles away. If there is no one else within 500’ of such a maiden, a unicorn sensing her must succeed in a DC 20 Will save or approach. If there is still no one within 500’ of the maiden, and she is seated, the unicorn must succeed in a second DC 20 Will save or place its head in her lap and fall asleep. This gives the maiden the opportunity to place a noose over its head, so that it may be captured or killed by hunters. Placing this noose instantly awakens the unicorn, which also awakens if any other person approaches within 500’. All too often, the maiden is slain in the unicorn’s rage at being captured. Otherwise, the creature sleeps for 1d3 hours and the maiden gains 1 Luck per hour it sleeps.

A unicorn’s horn is magical, and can be used to heal three times a day, healing either 1d3 Hit Dice of damage, 1d3 points of attribute damage (including permanent attribute damage), or removing any poison or disease and all of the effects (including damage) thereof. These are abilities the unicorn may use while alive, which are retained by the horn even if removed. A powdered unicorn’s horn may be used as a power component, adding a +6 bonus to a ritual spell check. Powdered unicorn’s horn is also used as a primary component in a ritual to restore the dead to life.

When a unicorn is slain, up to 1d6+6 vials of its blood may be collected while it is still at its highest potency. A vial of this blood may be consumed to grant a +6 bonus on a spell check made within the next 7 minutes, but doing so also causes corruption in the imbiber. Roll 1d12: (1-7) minor corruption, (8-10) major corruption, or (11-12) greater corruption.

Vampire: Init +3; Atk touch +5 melee (paralysis) or bite +0 melee (1d3 plus blood drain) or bite +4 melee (1d5) (as wolf) or bite +4 melee (1d6) (as giant bat) or gaze (30’ range, paralysis); AC 10 (12 as wolf, 14 as giant bat); HD 5d6; MV 30’ (40’ as wolf, fly 40’ as giant bat); Act 2d20; SP un-dead, infravision 60’, paralysis (1d6 minutes, DC 13 Will save negates), gaze (30’ range, 1d6 minutes paralysis, DC 16 Will negates), blood drain (1d4 Stamina), psychic connection, regenerate 3/round unless staked, transformation (wolf, bat, or mist), create spawn, must be welcomed, native soil dependency, garlic vulnerability, holy item vulnerability, sunlight vulnerability; SV Fort +4, Ref +3, Will +8; AL C.

Vampires are un-dead creatures which sometimes are able to masquerade themselves well enough to walk among the living. They are detectable in that they have no reflections, and thus avoid mirrors and other reflective surfaces which would betray their true nature. Vampires can take the form of wolves, giant bats, or mist. In mist form they have no effective attacks, but can flow through even the smallest of openings.

Once a vampire has fed on the blood of a victim, it forges a psychic connection that remains active even over long distances so long as the vampire endures. The vampire knows what the victim knows, and within 500’ can command the victim’s actions if they fail an opposed Will save. If the victim is given the vampire’s blood to drink as well, they become a lesser vampire upon death.

For all of their power, vampires have several weaknesses as well. They cannot enter a private residence unless invited in by someone within it. They must rest at least 6 hours each day, usually in a coffin, and always with their native soil or its maximum hit points are reduced by 1d5 each day (or 1d10 if it has also not consumed a human’s blood within the last 24 hours). These reductions last until the vampire has rested a full 8 hours in contact with its native earth. While resting, a vampire is effectively helpless.

Vampires are repelled by garlic and holy symbols, and must make a DC 20 Will save to approach within 20’ of them (holy symbols must be brandished for this to be effective, and this is in addition to any effect from a clerical attempt to Turn the Unholy). Direct contact with holy symbols or holy water cause 1d8 damage. Direct sunlight causes vampires 1d7 damage each round, and the vampire doesn’t regenerate under these conditions, although the damage can be regenerated should the vampire succeed in reaching darkness.

It should be noted that specific vampires may have character class levels, as well as both powers and weaknesses unique to that individual.

Lesser Vampire: Init +1; Atk touch +3 melee (paralysis) or bite -2 melee (1 plus blood drain); AC 9; HD 2d6; MV 30’; Act 1d20; SP un-dead, infravision 60’, paralysis (1d6 rounds, DC 10 Will save negates), blood drain, regenerate unless staked, dependence upon creator; SV Fort +1, Ref +0, Will +2; AL C.

If the vampire who created a lesser vampire is slain, the lesser vampire must succeed in a DC 13 Will save or die. Should the lesser vampire survive, it grows into a full vampire over the next 1d5+2 months.

Giant Wasp: See the Cyclopedia of Common Animals.

Water Weird: Init +5; Atk strike +6 melee (drag into water); AC 16; HD 3d8; MV 30’; Act 1d20; SP drag into water (DC 16 Strength resists), hold and drown (1d4 temporary Stamina damage, DC 20 Strength escapes), half damage from sharp weapons and fire, slowed by cold-based attacks, control water elemental; SV Fort +5, Ref +8, Will +2; AL C.

Water weirds are creatures made of elemental water, which take the form of serpents 1d3+8 feet long. They are only found in bodies of water large enough to hold them, and somehow purifying that water forces water weirds back to their elemental plane. These creatures are very intelligent and utterly evil. They are not above speaking with, and even making deal with, mortals to increase the amount of suffering in the world.

A water weird that strikes it victim drags it into the water, there to hold their victim below the surface until they drown. A victim who reaches 0 Stamina dies, but a victim which survives recovers lost temporary Stamina damage with one turn of unobstructed breathing. A single water weird can strike and hold up to three victims at a time.

Cold damage only slows a water weird, so that it makes one attack per two rounds for as many rounds as it would normally have taken points of damage. Unfortunately, this does not release those it is currently holding or change how fast they drown.

If a water elemental is within range, a water weird can attempt to enter it and control it with a successful DC 12 Will save. The elemental then becomes the body of water containing the weird.

Giant Weasel: Init +5; Atk bite +3 melee (1d6); AC 13; HD 2d6; MV 40’; Act 1d20; SV Fort +2; Ref +5; Will +3; AL N.

As giant ferret in the Cyclopedia of Common Animals.

Whale: See the Cyclopedia of Common Animals. This volume includes basic stats for baleen and toothed whales, and specific write-ups for blue whales, fin whales, gray whales, humpback whales, Minke whales, Sei whales, killer whales, narwhals, pilot whales, and sperm whales. Enough, I hope, to satisfy even Captain Ahab!

Monday, 12 January 2026

All in the (DCC) Family

Is it wrong of me to want a recording of Bob & Jen Brinkman singing this to start an episode of Spellburn


Boy, the way Mike Curtis played.

Crits that made the our chances fade.

Anything that Harley made.

Those were the days


Listening to Spellburn then

We still get Julian and Jen.

Wizard, we could use a spell like magic missile again.

Those Were the Days


Didn't need no rules debate.

Roll the dice and trust your fate

Gee, Brendan LaSalle ran great.

Those were the days

Saturday, 10 January 2026

Let’s Convert the Monster Manual: Finishing the “T”s: Treant, Triton, Troglodyte, Troll, and Turtle

Troglodytes, treants, and trolls saw fairly regular usage in my early games, with treants probably being the least used (or, at least, the least encountered as they are not obvious and seldom hunt you down). Giant turtles and tritons are great monsters, but as I have mentioned in previous posts, it was hard to convince PCs to board a ship in my 1st Edition days. I believe I used more giant turtles in 3rd Edition than in 1st.

When I moved to 2nd Edition, I started the PCs in an island city with the intent to make oceanic travel more of a thing. The problem with getting on a ship, of course, is that players lose some agency while onboard. There is nowhere to run if enemies board your ship (or if there is a mutiny). If your ship sinks, of course, there is a good chance that you drown. If you paid for the ship and survive, you are out a huge investment.

In many ways, my thinking about shipboard adventures was formed by the original Traveller science-fiction role-playing game. Your ship was there to take you to one adventure location to another. You could run adventures taking place entirely on a ship, and encounters between planets could certainly occur, but the GM has a vested interest in keeping the PCs’ ship at least mostly intact.

Similarly, when I was playing FASA’s Star Trek and Doctor Who role-playing games, while the GM might introduce Klingon attackers or threaten the PCs’ TARDIS, actually removing either group’s conveyance from play most likely meant that the campaign was over.

A sea-going vessel is less durable and more replaceable than a starship, but within the context of their respective game milieus they serve the same purpose: to allow the PCs greater range in exploration. To boldly go where no adventurer has gone before. Or to simply get from Point A to Point B. If you want your players to have their characters step aboard willingly – or even eagerly – you should consider making sure that there is a way to at least survive what they will encounter. If you destroy their ship, it is helpful if it can be replaced before too much time has passed adventure-wise. Obviously, this doesn’t apply if you telegraph the dangers and they sail right in anyway.

All of which is a long-winded way of coming to the point: I cannot recall ever using tritons in an adventure.

Small Treant: Init -2; Atk branch-like buffet +12 melee (2d6) or animate trees; AC 20; HD 8d12; MV 30’; Act 1d24; SP plant, camouflage +16, crit as giant on 20-24, immunity to piercing weapons, animate trees, fire vulnerability (+4 to attack rolls, -4 to saves, x2 damage); SV Fort +14, Ref +2, Will +6; AL C.

Treant: Init -4; Atk branch-like buffet +14 melee (3d6) or animate trees; AC 20; HD 10d12; MV 30’; Act 1d24; SP plant, camouflage +16, crit as giant on 20-24, immunity to piercing weapons, animate trees, fire vulnerability (+4 to attack rolls, -4 to saves, x2 damage); SV Fort +16, Ref +0, Will +8; AL C.

Large Treant: Init -4; Atk branch-like buffet +16 melee (4d6) or animate trees; AC 20; HD 12d12; MV 30’; Act 2d24; SP plant, camouflage +16, crit as giant on 20-24, immunity to piercing weapons, animate trees, fire vulnerability (+4 to attack rolls, -4 to saves, x2 damage); SV Fort +18, Ref -2, Will +10; AL C.

Treants are tall, intelligent plants which are difficult to discern from various types of trees. Small treants are 1d4+11 feet tall, average treants are 1d5+14 feet tall, and large treants are 1d6+19 feet tall. They may appear as any type of tree, depending upon the treant. Their woody bodies are immune to piercing weapons, but they are especially vulnerable to fire.

A treant can animate 1d6 trees within 100 feet using an action die, and can control a number of animated trees equal to its Hit Dice. Animated trees remain animated for 1 turn, and have statistics based upon their tree type.

(I will cover animated trees in the Cyclopedia of Common Faeries, I think. Two examples can be found in Creeping Beauties of the Wood. Until then, use the following statistics as a baseline.)

Animated Tree: Init +0; Atk branch +2 melee (1d6); AC 14; HD 4d12; MV 10’; Act 2d20; SP plant, camouflage +16, immunity to piercing weapons, half damage from bludgeoning weapons, fire and axe vulnerability (x2 damage); SV Fort +15, Ref -8, Will +0; AL N.

Triton: Init +0; Atk trident +2 melee (1d8) or dagger +0 melee (1d4); AC 15; HD 3d6; MV 5’ or swim 60’; Act 1d20; SP amphibious; SV Fort +2, Ref +1, Will +1; AL  N.

Tritons are similar to merfolk in general form, but their tail section bifurcates into two tails where a human would normally have legs. They get along well with sea creatures, and may use them as pets, guardians, or beasts of burden.

For every 20 tritons, there is a remarkable individual with 4 Hit Dice. For every 50 tritons there is a leader who has 5 Hit Dice and the class abilities of a 5th level (roll 1d6): (1-2) cleric of a sea-god, (4-5) warrior, or (6) elf (including iron vulnerability).

The leader is 25% likely to carry a magical conch shell which can be blown to calm seas, induce storms, or summon 2d12 Hit Dice of sea creatures within 3d6 rounds. This is treated as a weather control spell (spell check result 28-29) when influencing the weather. It does not allow the user to control the sea creatures if summons, and the user must determine what to summon in order to use the conch this way. Tritons typically summon only creatures friendly to themselves for obvious reasons. These magical conchs may be blown any number of times for communication – and they can be heard 1d6 miles away over the ocean – but can only produce magical effects three times per day. It requires a DC 16 spell check for a non-triton to use such a conch properly, but those worshiping ocean gods or with maritime patrons gain a +4 bonus to this check.

Troglodyte: See the core rulebook, page 429.

Troll: See the core rulebook, pages 429-430.

Turtle: See the Cyclopedia of Common Animals. The Monster Manual provides statistics for giant sea turtles and giant snapping turtles. In addition to these, I have provided statistics for sea turtles, large sea turtles, leatherback sea turtles, and snapping turtles.

 

Saturday, 3 January 2026

Let’s Convert the Monster Manual: Thought Eater, Giant Tick, Tiger, Titan, Titanothere, Giant Toad, and Trapper

“T” is the last letter in the Monster Manual that needs to be split into more than one post. Once we get to “U” we will be combining letters as we hurl through the home stretch. Once again the Cyclopedia of Common Animals gets a real workout, as it contains four of the entries we are looking at today.

Giant ticks have always been a part of games I’ve run. Bengal tigers exist near Shanthopal (and parts south through the Unjaggi region). Siberian-type tigers can be found in some of the northern reaches beyond the Ibetyan Mountains. Sabre-toothed tigers of various types can also be found in some of the wilder regions of the Middle World.

Giant toads are another monster that, throughout years of gaming, I have used with some frequency. Like giant frogs and giant ticks, they are a monster that resonates with me – and probably anyone who grew up in the Midwest or the southern parts of Canada. Still, the Monster Manual has a couple of varieties not included in the Cyclopedia, which you will find here.

I have used trappers, although rarely. Like the lurker above, it is just too dangerous not to use sparingly, and only on the fringes of inhabited areas in large dungeon complexes. Of course, I cannot be certain, but I think the difference in frequency which Gary Gygax gives these two monsters is based on the fact that the lurker above can shift its location more easily than the trapper. Still, the “survival horror” elements of this monster make it one of the all-time greats.

The other three monsters in this post are three which I cannot recall ever using. I remember creating a society which used titanotheres and baluchiteriums as beasts of burden, but as that location was never found by any PCs it remains for some future game.

Titans, of course, are not only huge giants but a major part of Greek mythology. The titan write-up herein will serve as the basis for converting the monsters of the Greek Mythos when I get to that portion of my Deities & Demigods conversions (ongoing in my Patreon). If you have been following my work on Gods & Powers of the Middle World, you know that some Greek-inspired deities are included, which finally gives me an adequate place to include titans in the game.

(If it interests you, Shanthopal is intended as a cultural melting pot, but is primarily based upon Indian and Middle Eastern ideas, as they may have evolved centuries hence, following the collapse of our own civilization, a nuclear war, and the return of gods and magic to our world. This allows me to admix many ideas into a semi-cohesive whole while using the influence of various gods and powers to explain, to some degree at least, why things are as they are.)

During my 1st Edition days, psionic characters were so rare on the ground that I didn’t really use psionic monsters often. I cannot remember ever using a thought eater, although I am hoping that my conversion will make them more useful to DCC judges than I found them in AD&D. That isn’t really a criticism of the earlier system; I am sure many AD&D DMs made better use of the psionics rules than I did. Discerning readers will note that my write-up has nothing to do with the creature as presented, but does have an Appendix N root.

Thought Eater: Init +0; Atk siphon Intelligence; AC 8; HD 1d6; MV fly 20’; Act 1d20; SP non-corporeal, immunity to non-magical weapons, siphon intelligence (1d3 permanent Intelligence, 30’ range, DC 13 Will negates), lead vulnerability, sunlight and UV radiation vulnerability; SV Fort +0; Ref +0; Will +0; AL C.

Non-corporeal creatures which feed on intelligence, thought eaters are naturally invisible. To those capable of seeing them, they appear as transparent blobs of violet energy. When they get within 30 feet of an intelligent creature, they can attempt to permanently siphon off 1d3 points of Intelligence (DC 13 Will negates) each round, only being satiated when they have consumed a full 20 points of Intelligence.

Thought eaters are powerless in daylight, and find it painful, so they usually only operate at night or deep underground. Despite being non-corporeal, they cannot pass through even a thin coating of lead and can be harmed by lead or lead-coated weapons. If forced to remain in bright daylight for 2d6 rounds, they are slain. Devices which channel strong ultra-violet light can destroy them in a similar amount of time if they cannot escape.

Thankfully, there are few of these creatures in existence. Sages believe they were some failed and foolish experiment of the Shining Ones, and there are still occasionally lead-lined containers found from those Dark Ages, sealed in lead, and woe upon those unwise enough to open them!

Giant Tick: See the Cyclopedia of Common Animals.

Tiger: See the Cyclopedia of Common Animals for both tigers and sabre-toothed tigers, with some additional variety provided (Bengal vs. Siberian for normal tigers, and by size for smilodons.

Lesser Titan: Init +0; Atk sword or spear +16 melee (5d8+12) or spell; AC 22; HD 20d10; MV 50’; Act 1d30; SP invisible at will, planar step (3/day, spell check result 24-26), spellcasting, crit as giant on 20-30; SV Fort +16, Ref +8, Will +12; AL C.

Greater Titan: Init +2; Atk sword or spear +20 melee (5d8+15) or spell; AC 26; HD 25d10; MV 60’; Act 2d30; SP invisible at will, planar step (3/day, spell check result 24-26), spellcasting, crit as giant on 20-30; SV Fort +20, Ref +5, Will +16; AL C.

Lesser titans are 1d4+20 feet tall and weigh as much as 15,000 pounds. Greater titans are even larger, being 1d8+24 feet tall and weighing as much as 25,000 pounds. Wherever they appear, they may be worshipped as gods although they have no clerics and cannot grant divine spells.

All titans can cast spells. To determine what class they cast spell as, roll 1d6: (1-2) wizard, (3-5) cleric, or (6) both. Lesser titans have 1d6+2 caster levels, and greater titans have 1d7+3 caster levels. If a titan casts spells as a cleric, it can also lay on hands and turn the unholy, and acts as the representative of some specific god. 

If the judge so desires, a greater titan who casts wizard spells can be developed as a full patron. Likewise, powerful titans which cast clerical spells may become Demi-Powers or Least Powers at the judge’s discretion.

In any event, attacking a titan is almost certain suicide.

Titanothere: See the Cyclopedia of Common Animals.

Giant Toad: See the Cyclopedia of Common Animals. I didn’t include an ice toad or poisonous toad, so I have included them below.

Ice Toad: Init +0; Atk tongue strike +2 ranged (20’ range, 0 plus entrap) or Bite +3 melee (1d8); AC 10; HD 6d8+6; MV 30’; Act 1d20; SP entrap, swallow whole (19-20), cold aura (10’ range, 1d4 temporary Stamina, DC 10 Fort for half); SV Fort +4; Ref +0; Will +0 ; AL N.

These creatures are larger than common giant toads, and radiate intense cold within a 30’ radius, causing 1d4 temporary Stamina damage (DC 10 Fort for half). Victims who spend 1 turn warming up by a large fire heal this damage immediately if they succeed on a DC 5 Fort save; otherwise it heals normally as regular attribute damage.

On a natural 19-20 with a bite attack, instead of the normal critical effect, an ice toad swallows human-sized or smaller prey whole, doing 1d6 damage and 1d3 Stamina damage per round to the swallowed creature. A swallowed creature can do nothing that requires movement. Against other creatures, use normal critical effects. As with giant frogs, giant toads can pull victims toward them at a rate of 5 feet per round unless it makes an opposed Strength check (vs +5), or sever its tongue (AC 13, 10 hp or Mighty Deed 4+). Attacking the tongue doesn’t affect the ice toad’s hit points, but severing it will cause the creature to retreat immediately.

Note that the Stamina damage to swallowed victims is not temporary, but can be healed as normal attribute damage.


Poisonous Toad: Init +0; Atk tongue strike +2 ranged (20’ range, 0 plus entrap) or Bite +3 melee (1d6 plus venom); AC 10; HD 4d8; MV 20’; Act 1d20; SP venom (1d3 Agility plus DC 15 Fort or 2d6 hp); entrap, swallow whole (19-20); SV Fort +2; Ref +2; Will +0; AL N.

Poisonous toads are similar to giant toads, except that they have a venomous bite. On a natural 19-20 with a bite attack, instead of the normal critical effect, a poisonous toad swallows human-sized or smaller prey whole, doing 1d5 damage per round to the swallowed creature. A swallowed creature can do nothing that requires movement. Against other creatures, use normal critical effects. Poisonous toads can pull victims toward them at a rate of 5 feet per round unless the victim makes an opposed Strength check (vs +3), or sever its tongue (AC 13, 8 hp or Mighty Deed 3+). Attacking the tongue doesn’t affect the toad’s hit points, but severing it will cause the creature to retreat immediately.

A thief can extract 1d4 doses of venom from a slain poisonous toad with a successful Handle Poison check, but there is a -2 penalty to this check.

Trapper: Init +0; Atk entrap +5 melee (crush); AC 20; HD 12d8; MV 10’; Act special; SP camouflage +12, crush (1d6 +AC bonus), ruin armor, underside vulnerability (AC 15, x2 damage); SV Fort +12, Ref -6, Will +0; AL C.

Trappers are flat, semi-amorphous creatures which can spread themselves over an area of up to 1d30 x 10 5-foot squares, matching the floor of the space – whether it is natural or worked stone – with an astonishing level of success. They are able to extrude part of their bodies into a vaguely chest-like protrusion which cannot pass for a real chest when potential victims are within 10 feet of it…but by then it is too late.

The trapper makes a single 1d20 attack against all creatures on its surface. Those it catches are entrapped, and on each following round it can crush all of its victims. Victims take 1d6 damage plus damage equal to the AC bonus of any armor worn as it is crushed into the victims’ bodies. Entrapped victims can take no action which requires motion, although mental powers may still be used. In most cases, victims rely upon any which escaped the trapper to survive.

In order to entrap victims, a trapper must expose its weaker underside. This has a lower AC (15) and attacks against it cause twice normal damage. If a trapper is reduced to half it hit points, it releases its victims and attempts to escape. Trappers are smarter than they would appear to be, and otherwise continue crushing their victims for 2d6+5 rounds before releasing them for consumption – strong and lucky creatures may be able to escape at this time.

Whether because they were released or slain, there is a chance equal to AC bonus on 1d20 that any armor worn by victims is ruined.

Trappers deposit slain victims beneath them, where they are slowly digested over 1d4 days. Although trappers do not care about treasure themselves, the remains of victims may include some non-organic items of use or value to adventurers.