A DCC conversion of the Bestiary in Glory Hole Dwarven Mine
I recomend for the undead monsters you add an aditional random trait to add to the DCC flavor. I have added my own but chose to not include them here.
Bestiary
Badger
Initiative: +2
Attacks: Bite +6 Melee (1d4+1)
HD: 2d8
AC: 13
Movement: 20’
Action: 1d20
Saves: Fort +3, Ref +3, Will -2
Crit: M / 1d12
Bigfoot
Initiative: +3
Attacks: Fist +7 Melee (3d4)
HD: 10d6
AC: 13
Movement: 40’
Actions: 1d24 + 1d20
Saves: Fort +10, Ref +6, Will +4
Crit: M / 1d16
Black Widow Spider
Initative: +1
Attacks: Bite +0 Melee (poison)
AC: 15 when attacked with a normal weapon, 10 if wide object.
HD: 1/2d3
Movement: 15’
Action: 1d20
Special: Poison DC 14 Fort Save, 1 strength damage on success, 1d4 on fail (permanent)
Saves: Fort -6, Ref +2, Will -6
Cave Bear
15 foot tall bear
Initiative: +2
Attacks: Bite +8 Melee (4d6), Claw +8 Melee (3d4)
HD: 8d10
AC: 15
Movement: 30’
Action: 1d20 + 1d20
Special:
If two claw attacks hit the bear may hug and grapple the victim, dealing an additional 2d6. Lasts until 6 points of damage are inflicted by someone else.
Saves: Fort +12, Ref +4, Will -1.
Crit: M / 1d14
Cave Fiend
Small rock grey humanoid with long claws and wicked fangs. They are as intelligent as goblins and covet black and shiny things. Repulsed by bright lights. 3 feet tall
Initiative: +6
Attacks: Bite +2 Melee (1d4), Claw +2 Melee (1d3)
HD: 3d12
AC: 16
Movement: 40’
Action: 2d10 + 1d20 + 1d16
Special:
+10 to stealth rolls.
Immune to charming as well as fire and ice damage.
Can see in the dark
Saves: Fort +2, Ref +4, Will +2.
Crit: M / 1d8
Cave Troll
9 foot tall big hairy monsters, they stay in caves as they don’t want to be turned into stone but love gold. Also love torture.
Initiative: +2
Attacks: Slam +7 Melee (4d4)
HD: 10d8
AC: 18
Movement: 30’
Action: 1d24 + 1d20
Saves: Fort +7, Ref +3, Will +0
Crit: M / 1d18
Demon Statuettes
Tiny Stone Statues ranging from 6 inches to 2 feet. They are animated by a demon living inside them. Can only move when their medallions are taken off.
Initiative: +5
Attacks: Smack +2 Melee (1d3)
HD: 2d6
AC: 15
Movement: 45’
Actions: 1d20 + 1d20
Special:
Immune to all non magical weapons and mild altering effects
Saves: Fort +4, Ref +4, Will +4
Crit: M / 1d8
Grave Guardians
Skeletons that wanted to keep their riches.
Initiative: +3
Attack: Smack +4 Melee (1d3 + 1 Stamina Damage)
HD: 6d6+4
AC: 15
Movement: 30’
Actions: 1d20
Special:
immune to paralysis, mind affecting spells, cold damage, and critical hits
Half damage from pointy weapons, +50% with blunt weapons. Double damage holy weapons.
Saves: Fort +3, Ref +2, Will +5
Crit: U / 1d10
Grave Sentinel
Beefier grave guardians.
Initiative: +4
Attack: Grab +6 Melee (1d7 +1 Stamina Damage)
HD: 10d6+16
Movement: 45’
Action: 1d20
Special:
immune to paralysis, mind affecting spells, cold damage, and critical hits
Half damage from pointy weapons, +50% with blunt weapons. Double damage holy weapons.
Saves: Fort +7, Ref +1, Will +6
Cirt: U / 1d14
Gremlin
Love to be little shits
Initiative: +6
Attacks: Bite +1 Melee (1d3) or Stab +1 Melee (1d3)
AC: 18
HD: 1d6+1
Movement: 35’ or 35’ climb
Action: 1d20
Special:
80% chance to hide in shadows and move silently.
Dagger deals an extra 2d3 damage from behind.
Can cause a 20’ wide 35’ long cone of hot air.
Can cause shadows
Summon Insect Swarm.
Immune to mind altering effects, ice and fire damage, and spells under 3rd level.
Saves: Fort +0, Ref +3, Will +3
Crit: III / 1d6
Ice Demon
9 foot tall icy slenderman
Initiative: +3
Attacks: Claw +5 (1d14+1)
AC: 19
HD: 6d8
Movement: 35’
Action: 1d20
Special:
can speak and communicate telepathically, as infravision at unlimited range, and can cast darkness with a +12 bonus, can travel back to hell at will or any point on the same plane, and crits on a 18-20.
Immune to non magical attacks of creatures less than 5HD and weapons of less than +2. Suffers half damage from fire, cold, electricity, and gas.
Magical Abilities: Ice Spear 300’ (3d8 ice damage), Ice Darks 150’ up to 8 targets (1d4), Ice Storm 30’ sphear 4d5 ice damage, ray 4d4 covers in 3 cubic feet of ice (suffocate within 4 minutes)
Saves: Fort +3, Ref +4, Will +6
Crit: DN / 1d6
Imp
Initiative: +1
Attacks: Bite +2 Melee (1d3) or as weapon +2 Melee
AC: 13
HD: 3d5+3
Movement: 30’ or 60’ flying
Action: 1d20
Special
can speak infernal and common, has infravision at unlimited range, and can cast darkness and scorching ray with a +4 bonus.
suffer half damage from non magical weapons and are immune to fire.
Immune to mind altering effects and spells of second level or below.
Can shape change at will.
Can see invisible
Saves: Fort +2, Ref +4, Will +1
Crit: DN / 1d3
Green Gargoyle
Flying green lizardmen, 7 to 12 feet tall
Initiative: +0
Attacks: Claw +5 Melee (4d3)
AC: 15
HD: 4d16
Movement: 25’ or 75’ flying
Action: 1d20 + 1d14
Saves: Fort +5, Ref +5, Will +3
Crit: M / 1d8
Devil Bat
Giant man human hybrids from hell!
Initiative: +4
Attacks: Bite +4 melee (1d4+1), Claw +4 (1d3)
AC: 15
HD: 6d6
Movement: 15’ or 60’ flying
Action: 2d10 + 1d20 + 1d14
Special:
Hellfire ball every two minutes, 100’ DC 16 fort save or 2d4 damage and all magic items melt
Immune to non magical or non silver weapons.
Saves: Fort +6, Ref +2, Will +3
Crit: M / 1d12
Granite Golem
Indistinguishable from statues.
Initiative: +0
Attacks: Slam +10 Melee (1d24)
AC: 20
HD: 7d16
Movement: 15’
Action: 1d24
Special:
Automatically resists 2 points of damage, immune to crits.
1% chance to go berserk each round
Saves: Fort +12, Ref -2, Will +0
Crit: M / 1d12
Myreautog, The Demon of the Caverns
A demon cast out of the underworld
Initiative: +6
Attacks: Claw +14 Melee (1d16+2), Bite +14 Melee (6d5), Headbuttabout (1d24 + pushed back 10’)
AC: 21
HD: 20d8
Movement: 35’
Action: 1d24 + 1d20
Special:
If two claw attacks hit it can bite or bite and headbutt with a d16 action die.
can speak infernal and telepathically communicate, has infravision at unlimited range, can teleport to any plane as long as not bound, can astrally and ethereally project, and crits on 20-24 or a 16-20.
Immune to weapons of less than +4, or attacks from creatures of 9 or less HD. Immune to fire explosions, cold, electricity, gas, and acid.
Spells Known with +20 bonus, speak with dead, darkness, ray of cold (inverted scorching ray)
Can forgo an action each round to make an ice storm of up to 100 x 100 x 100 feet. All inside suffer 1d16+2 damage.
Can see magic aura, can custom 1d4-1 devil bats, imps, gremlins, and ice devils at well.
Saves: Fort +16, Ref +16, Will +17
Crit: DN / 1d24
Night Fiend
Like cave fiends but not as sensitive to light
Initiative: +6
Attacks: Bite +2 Melee (1d4), Claw +2 Melee (1d3)
HD: 4d12
AC: 15
Movement: 40’
Action: 2d10 + 1d20 + 1d16
Special:
+10 to stealth rolls.
Immune to charming as well as fire and ice damage.
Can see in the dark, blind in daylight
Saves: Fort +2, Ref +4, Will +2.
Crit: M / 1d8
Pixie
Initiative: +7
Attacks: As weapon +0 Melee (halves damage die)
HD: 1d6+2
AC: 18
Action: 1d20
Special:
Knows all 1st and 2nd level nature spells graves and groves +3 to cast.
Saves: Fort +1, Ref +2, Will +3
Crit: F/ 1d3 (this is a custom fairy crit table I will post later)
Red Man
Red Wearing vocal imitators.
Initiative: +2
Attack: As weapon +1
AC: 15
Action: 1d20
Saves: Fort +1, Ref +1, Will +3
Special: Can imitate any sounds and use any sonic spells.
Crit III / 1d8
Three Headed Ogre
Always arguing amongst themselves. 12 feet tall.
Initiative: -4
Attack: Slam +6 (2d6) or as weapon +6 Melee
HD: 8d10
AC: 12
Action: 1d24 + 1d24 + 1d16
Special: Crit range of 3.
Saves: Fort +12, Ref +2, Will +2
Crit: G / 1d4
Wolverine
Initiative: +4
Attacks: Bite +6 Melee (1d4+1), Claw +6 Melee (2d3)
HD: 4d8
AC: 16
Movement: 20’
Action: 1d20+1d20+1d14
Saves: Fort +5, Ref +5, Will -2
Crit: M / 1d14
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