Monster Conversion [07APR08] monsterc.htm

SAMPLE MONSTERS

Goblins
Description: Nasty, brutish and short. Dislike sunlight (half skills, half move).
Move=6", Intelligence=Low(6-8), Alignment=LE, Skills: ?
Short Sword 25% (06%) d6 8AP Small Shield 35% (09%) 12AP
[or Short Bow] 25% (06%) d6 Hard Leather Armour 2AP
[or Short Spear] 25% (06%) d6 6AP Defence 0%
HIT POINTS = [4]

Men-at-Arms
Description: Normal fighting men, such as bodyguards or night-guards...
Move=12", Intelligence=Average(10), Alignment=N, Skills: ?
Spear 40% (12%) d6 8AP Small Shield 50% (15%) 12AP
[or Sword] 40% (12%) d8 8AP Hard Leather Armour 2AP
Defence 0%
HIT POINTS = [6]

CONVERTING MONSTERS from AD&D

Hit Dice = same 
Hit Points = HD x 5 (if too many for creature size, reduce and give +10% Defence per HD removed)
Armour Points = AC factors due to armour
Defence = 10 x AC factors due to dodging (10% per level for character-types)
Weapon Skills = 20% +5% per HD
Shield Parry (if shield used) = 30% +5% per 2 HD

MAGIC/HOLINESS = 10 + 5 x LEVEL
POWER/PIETY = Magic/Holiness x 0.5 (?)

STRENGTH Bonus = HD - 1
DEXTERITY Bonus = AC (due to dodge) / 2

 

CONVERTING MONSTERS from D&D 3.x

Hit Dice (Hit Points):  same (if too many for creature size, reduce and give +10% Defence per HD removed)
Initiative:  same
Speed: same
Armor Class: Armour Points = armour type bonus
Defence = 5% per dodge/dexterity bonus (or add to Shield Parry)
Attacks - To Hit:  Weapon Skills = 20% +5% per bonus (modify for better/worse skill if desired)
Shield Parry = 20% +5% per base attack modifier (only if shield used) 
Attacks - Damage:  same
Space/Reach:  same
Special Attacks/Qualities::  same (except breath weapons and similar damaging area-effects: half dice)
Saves:  same
Abilities (Str, Int, Wis, etc):  same
Skills: 10% per bonus
Feats: same (may require translation for combat system)
Various Others: same (Environment, Organization, Challenge Rating,  Alignment,  Advancement, Level Adjustment)

Special Additions for Characters (quick-and-dirty approximations) :

Hit Points:  = CON / 2 (round up)
Defence: = Level x 10%
Save Bonuses: = + Level (max +10) + Stat Bonus (Fortitude = Con; Reflex = Dex; Will = Wis)
Magic:  (mage only)  = Level x 5 + 5 
Power: = Level x 4  (Magic Staff Power = Level x 2)
Holiness:  (cleric only)  = Level x 5 + 5  (paladin = Level x 5)
Holy Power:    = Level x 3  (paladin = Level x 2)
Invoke:  = Wis x 5%  (paladin = Automatic, as Free Action, but still costs Holy Power)

 

E.G:

GOBLIN
Goblin, 1st-Level Warrior
Small Humanoid (Goblinoid)
Hit Dice: 1d8+1 (5 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 15 (+1 size, +1 Dex, +2 leather armor, +1 light shield), touch 12, flat-footed 14
Base Attack/Grapple: +1/–3
Attack: Morningstar +2 melee (1d6) or javelin +3 ranged (1d4)
Full Attack: Morningstar +2 melee (1d6) or javelin +3 ranged (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Darkvision 60 ft.
Saves: Fort +3, Ref +1, Will –1
Abilities: Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 6
Skills: Hide +5, Listen +2, Move Silently +5, Ride +4, Spot +2
Feats: Alertness
Environment: Temperate plains
Organization: Gang (4–9), band (10–100 plus 100% noncombatants plus 1 3rd-level sergeant per 20 adults and 1 leader of 4th–6th level), warband (10–24 with worg mounts), or tribe (40–400 plus 100% noncombatants plus 1 3rd-level sergeant per 20 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th–8th level, 10–24 worgs, and 2–4 dire wolves)
Challenge Rating: 1/3
Treasure: Standard
Alignment: Usually neutral evil
Advancement: By character class
Level Adjustment: +0
A goblin stands 3 to 3-1/2 feet tall and weigh 40 to 45 pounds. Its eyes are usually dull and glazed, varying in color from red to yellow. A goblin’s skin color ranges from yellow through any shade of orange to a deep red; usually all members of a single tribe are about the same color. Goblins wear clothing of dark leather, tending toward drab, soiled-looking colors. Goblins speak Goblin; those with Intelligence scores of 12 or higher also speak Common.
Most goblins encountered outside their homes are warriors; the information in the statistics block is for one of 1st level.
COMBAT
Being bullied by bigger, stronger creatures has taught goblins to exploit what few advantages they have: sheer numbers and malicious ingenuity. The concept of a fair fight is meaningless in their society. They favor ambushes, overwhelming odds, dirty tricks, and any other edge they can devise. 
Goblins have a poor grasp of strategy and are cowardly by nature, tending to flee the field if a battle turns against them. With proper supervision, though, they can implement reasonably complex plans, and in such circumstances their numbers can be a deadly advantage.
Skills: Goblins have a +4 racial bonus on Move Silently and Ride checks. Goblin cavalry (mounted on worgs) usually select the Mounted Combat feat in place of the Alertness feat, which reduces their Spot and Listen check modifiers from +3 to +1.
Challenge Rating: Goblins with levels in NPC classes have a CR equal to their character level –2.
GOBLINS AS CHARACTERS
Goblin characters possess the following racial traits.
— –2 Strength, +2 Dexterity, –2 Charisma.
—Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters.
—A goblin’s base land speed is 30 feet.
—Darkvision out to 60 feet.
— +4 racial bonus on Move Silently and Ride checks.
—Automatic Languages: Common, Goblin. Bonus Languages: Draconic, Elven, Giant, Gnoll, Orc.
—Favored Class: Rogue.
The goblin warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.