Saturday, 14 June 2025

Let’s Convert the Monster Manual: Yeenoghu, Demon Lord of Gnolls

 

I’ve been asked to convert the original Monster Manual in a manner similar to my conversion of the Fiend Folio. I am going to do this a bit differently, though, and just try to stick to the essence of creatures without referring to the text of the original work. This is, in part, because of my plans to create a monster book in the upcoming year. In this case, we are dealing with IP that is currently held by Wizards of the Coast/Hasbro, so I can’t imagine a published version of everything here coming out!

When converting the demons and devils from the original Monster Manual, some deviation from the strict order of presentation is required to allow for invoke patron results. I am therefore doing the demon princes (one per post), other demons, archdevils (one per post), then other devils.

I have never used Yeenoghu, or even really given him much thought outside of a background detail when gnolls were encountered, but doing this conversion I realize that this was very much a mistake. While having demon lords appear is adventures was definitely only for the high-of-level, and I think Yeenoghu would have given a hard time to the level 14-16 PCs I sometimes ran games for back in the day, the description of Demon Lord of Gnolls is far more flavorful than I remembered. Evil human cultists with gnoll allies would have made for a good campaign addition!

Yeeoghu (Demon Lord of Gnolls): Init +15; Atk triple flail +20 melee (3d18 plus paralysis and confusion) or unarmed strike +20 melee (3d6) or tail bite +20 melee (2d4 plus venom) or spell; AC 25; HD 21d12 (120 hp); MV 40’; Act 1d20; SP demon traits, triple flail, paralysis, confusion, charming speech, entourage, summoning, spells; SV Fort +15, Ref +18, Will +17; AL C.

           Spells (+20 to spell check): Charm person, darkness, demon summoning, detect invisible, detect magic, dispel magic, fly, invisibility, magic missile, paralysis, phantasm, and scare.

            Demon traits: Telepathy, immunities (weapons of less than +5 enchantment or natural attacks from creatures of 12 HD or less, fire, cold, electricity, gas, acid), projection (teleport at will to any location, as long as not bound or otherwise summoned; can project astrally and ethereally), crit range 15-20.


The cadaverously thin Demon Lord of Gnolls appears as a 12-foot-tall grey humanoid hyena with large amber eyes glowing with lambent inner fire. Yeenoghu’s skin is smooth and hairless except for a mangy crest of putrid yellow from his head to his mid-back. He always surrounds himself with an entourage of 66 gnolls with 2 Hit Dice (and no fewer than 14 hp) each. He can summon 6d12 normal gnolls at will, which arrive after 1d5 rounds. As Yeenoghu receives homage from the King of Ghouls, he can similarly summon 1d12+5 ghouls as desired. Doing either requires his action for that round.

Yeenoghu carries a seven-foot-long flail, with three chains of adamantite, each bearing a spiked ball. Although this dreaded weapon only requires one action die for the demon lord to use, when used it makes three attack rolls against the same target. If only one hits, it does 3d18 damage. If two hit, in addition to the damage, living targets must succeed in a DC 23 Fortitude save or be paralyzed for 1d6 minutes. If all three attack rolls succeed, the victim must also succeed in a DC 23 Will save or become confused, with all of their actions targeting random creatures (including potentially allies) for the next 2d5 rounds….although this is unlikely to have a noticeable effect if the victim is also paralyzed.

 Yeenoghu speaks all giant and humanoid languages as well as the common tongue, and those who speak with him for a minute or longer must succeed in a DC 15 Will save or be charmed (as charm person spell check result 14-17, except that multiple creatures can be affected; the judge is encouraged to time role-playing for this purpose).

In order to bond with Yeenoghu, a caster must dwell among gnolls during the ceremony to cast patron bond. Finding and befriending a pack of gnolls who will tolerate and protect the caster during their time of arduous vulnerability is the first test the Demon Lord of Gnolls demands of those who would serve him!

Yeenoghu and Flinds: The Fiend Folio introduced flinds as leaders of gnolls – tougher versions of the same creature, which I converted in this blog post. Frankly, the illustration makes them appear less hyena-like, and the use of flind-bars (a kind of modified nunchaku) make them seem less feral and more civilized than the gnolls.

Do flinds worship and serve Yeenoghu? I am thinking that some few do, but most do not, and that those who do are thinner and hungrier than most of their kin. One can easily see how schisms in gnoll tribes might exist between those who serve the demon lord and those who follow the flinds – which at least can be seen, touched, and eaten. One might even see how adventurers could make use of such a schism….or become embroiled in an adventure when differing gnoll factions try to prove their superiority against nearby human settlements.


Invoke Patron check results:

12-13     Insatiable hunger grips the caster, granting them a bite attack (1d4 damage) for the next 2d8 rounds.

14-17     As 12-13, above, but Yeenoghu grants the caster the ability to steal life force with their bite. Every point of bite damage heals a like amount of damage to the caster, although potential healing beyond the caster’s maximum hit points are lost. Allies can willingly allow themselves to be bitten, but the caster cannot control the amount of damage done.

18-19     Either 1d3 + CL hyenas or CL hyenadons (equal chance of each) immediately appear and attack the caster’s foes. They last for 2d6 + CL rounds in either event, before fading back into the ether. Statistics from the Cyclopedia of Common Animals.

Hyena: Init +3; Atk bite +1 melee (1d4); AC 10; HD 1d8; MV 40’; Act 1d20; SV Fort +3, Ref +3, Will +0; AL N.

Hyenadon: Init +4; Atk bite +2 melee (1d5); AC 10; HD 2d8; MV 40’; Act 1d20; SP grip and drag; SV Fort +3, Ref +1, Will +2; AL N.

A hyaenodon is a prehistoric wolf-like creature, predator and scavenger standing 4’ tall at the shoulder, with enormously powerful jaws and neck muscles. If a hyaenodon succeeds in a bite attack, it does not let go, but instead pulls its victim off to kill and devour at its leisure. It requires a DC 14 Strength check to prevent the animal from pulling its victim away, and a DC 20 Strength check to actually get free from the locked jaws.

20-23     The caster gains an entourage of 2d12 gnolls, which appear in 1d3 rounds. These gnolls are of the normal sort, but obey the caster in all things so long as they are given a chance to slake their bloodlust and to feed. They serve the caster until slain or released, but if the caster should ever die or break their pact with Yeenoghu, the gnolls turn upon the caster and their allies, seeking to slay and consume them. There is no limit to the size of the pack which follows the caster.

24-27     For one turn, the caster gains the ability to become non-corporeal (as a ghost) at will. While corporeal, this ability to shift grants them a +4 bonus to AC against non-magical weapons and a +4 bonus to saves if becoming non-corporeal would help to protect them. While non-corporeal, the caster can pass through solid objects, fly with a 30’ move speed, and is immune to non-magical and purely corporeal damage.

28-29     The caster begins to cackle hideously, like a hyena, and an aura of feral hunger surrounds them. Enemies take a -1d penalty to all attack rolls, damage rolls, saves, spell checks, and skill checks when within 30’ of the caster. The caster can maintain this power as long as they remain conscious, but it is draining, and every full turn of use the caster must  succeed on a Luck check or take an additional point of spellburn.

30-31     As 28-29, above, but the range is increased to 60’, and opponents within 30’ take a -2d penalty.

32+         Once per round, for the next 1d6 + CL turns, the caster may select one of these three options, affecting any single living target within 500’ which the caster can see:

(1)    Cause 3d6 damage (Fort DC 25 for half).

(2)    Paralyze foe for 1d6 hours (Will DC 25 negates).

(3)    Choose a known attack of that enemy and direct it against another target the caster can see in the next round, using up one of that enemy’s action dice. The attack is resolved as normal. (Will DC 25 negates.)

Using this ability does not use up any of the caster’s own action dice.

Wednesday, 11 June 2025

Let’s Convert the Monster Manual: Orcus, Demon Prince of the Un-dead

I’ve been asked to convert the original Monster Manual in a manner similar to my conversion of the Fiend Folio. I am going to do this a bit differently, though, and just try to stick to the essence of creatures without referring to the text of the original work. This is, in part, because of my plans to create a monster book in the upcoming year. In this case, we are dealing with IP that is currently held by Wizards of the Coast/Hasbro, so I can’t imagine a published version of everything here coming out!

When converting the demons and devils from the original Monster Manual, some deviation from the strict order of presentation is required to allow for invoke patron results. I am therefore doing the demon princes (one per post), other demons, archdevils (one per post), then other devils.

Claimed by some to be the greatest of the demon princes, Orcus loomed over those early AD&D 1e games, not only as an evil presence worshiped by malevolent cultists, but also because the Wand of Orcus was a fabled artifact in the Dungeon Master’s Guide – one which had many a look-alike in those early dungeons, both as bait for traps and as cursed items. I can also recall including a shriveled up eye and a mummified hand from time to time…absolutely non-magical, but leading to hopeful PCs maiming themselves to test them out…! I was not always as kind as I am now….

Orcus (Prince of the Un-dead): Init +14; Atk by weapon +20 melee (by weapon +8) or unarmed strike +20 melee (3d6) or tail bite +20 melee (2d4 plus venom) or spell; AC 28; HD 22d12 (140 hp); MV 30’ or fly 50’; Act 2d20; SP demon traits, venom (2d12 plus DC 22 Fort or die instantly), Wand of Orcus, animate dead, +8 bonus to saves vs. spells, entourage, spells; SV Fort +18, Ref +13, Will +20; AL C.

           Spells (+20 to spell check): Animate dead, charm person, comprehend languages, control fire, darkness, demon summoning, detect invisible, detect magic, dispel magic, ESP, forget, lightning bolt, paralysis, phantasm, ray of enfeeblement, read magic, scare, and speak with the dead.

            Demon traits: Telepathy, immunities (weapons of less than +5 enchantment or natural attacks from creatures of 12 HD or less, fire, cold, electricity, gas, acid), projection (teleport at will to any location, as long as not bound or otherwise summoned; can project astrally and ethereally), crit range 15-20.

Orcus looms over his portion of the Abyss, being some 15 feet tall with a grotesquely corpulent humanoid body covered with coarse grey hair like that of a goat. His goat-like head bears curving ram horns. He bears satyr-like goat legs terminating in cloven hooves, as well as vast bat-like wings and a serpent tail which bites with a deadly venom. Despite his girth, Orcus is incredibly strong, and any opposed Strength check against him is vs. +8.

Creatures slain within 100’ of the Demon Prince of the Un-dead automatically rise as un-dead the following round, and are able to act under Orcus’s control the third round after their death. These un-dead rise as skeletons or zombies, depending upon the condition of their bodies (as determined by the judge). There is no limit to the number of un-dead Orcus can raise or control in this manner. Orcus is furthermore always attended by a retinue of faithful un-dead creatures. To determine their current makeup, roll 1d4: (1) 4d12 skeletons, (2) 4d8 zombies, (3) 4d6 shadows, or (4) 2d4 vampires.

Finally, Orcus holds a rod of pure obsidian topped by a skull, sometimes called the Wand  of Death or the Wand of Orcus. When wielded by the demon prince, this fell instrument causes 1d8+8 damage, and those struck must succeed in a DC 13 Fort save or be instantly slain. Those who roll a natural “1” are annihilated, their bodies and all equipment scattered to their component atoms. Only archdevils, saints, demon princes, godlings, and similar creatures are immune to this death effect.


Wand of Orcus: This ghastly weapon is sometimes allowed to pass into the Lands We Know, there to wreak chaos and evil upon all living things there. Wielded by a mortal creature, the Wand does not have the full death-dealing power it has within Orcus’s hands, but it deals a base 1d8 damage and creatures struck must succeed in a DC 13 Fort save or suffer an additional 3d8 damage.

In mortal hands, the Wand of Orcus confers these other powers and has the following effects upon those brazen enough to use it:

  • Bearer gains +1 Strength as long as the item is owned, and can, twice each day, gain an additional +4 bonus to all Strength related rolls (including attack rolls and damage) for 1d3 turns.
  • Bearer can cast animate dead or speak with dead seven times a week each, with a +4 bonus on the spell check, merely by touching the subject(s) with the Wand. Additional components are not required. If the bearer cannot normally cast spells, they use 1d16 for these spell checks.
  • Twice per day, the Wand can unleash a lightning bolt as an action (120’ range, 9d8 damage, DC 20 Reflex save for half). However, if the wielder is not chaotic, and/or has not been acting in the interests of Orcus (as per judge), the wand also shocks the user for 9d8 damage with no saving throw.
  • After using the lightning bolt power, the wielder stinks of death, with a subtly putrescent aroma noticeable to normal humans from 10 feet away. Those with sensitive noses, tracking animals, scavengers and the like can smell the wielder from even further away (per judge). This stench is permanent, even if the Wand has passed on to another, although kind judges may allow some quest to cleanse it away.
  • Every week the Wand is owned, its owner gains 1d10 pounds, until they have gained a total of 40 pounds. This added weight fades away at a rate of 1d10 pounds per month without touching the Wand of Orcus.

The Wand of Orcus is virtually impervious to magical and physical harm and each may only be destroyed (or even damaged) by bathing it in Orcus’s life blood. With this action, both the Wand and Orcus are destroyed forever. Otherwise, even if utterly disintegrated, the spirit of Orcus lives on in his Wand, allowing him to slowly shape a new body over the coming decades or centuries.


 Invoke Patron check results:

12-13     Shrouded by shadowy bat wings, the caster is ignored by all un-dead, and is immune to their special powers, for the next 1d3 turns.

14-17     For the next turn, any mortal humanoid creature slain by the caster rises as a skeleton or zombie (depending upon the condition of its body, per judge) on the next round, and is able to act on the second round after death. These un-dead are completely subservient to the caster, and are in addition to any limitation on un-dead controlled. If not destroyed, they remain with the caster for 1d6 + CL turns before succumbing to true death.

18-19     The caster’s hands and melee weapons gain the ability to sap the strength from living creatures. Each creature the caster strikes takes 1d3 Strength damage in addition to normal damage for the attack. Creatures without a Strength score instead take a cumulative -1 to melee attack rolls and damage from weakness. Victims are allowed a DC 16 Fort save to negate. The caster gains this ability for 3d10 + CL rounds.

20-23     Through the power of un-death, the caster transfers hit points from another living creature within 30’ to themselves. The caster can choose to transfer up to CL d8 hit points, and the target may attempt a DC 20 Will save to negate. The caster cannot transfer more hit points than a creature has; any excess hit points are lost. If the caster goes over their normal hit point maximum, the bonus hit points are used first, and cannot be healed or regained.

24-27     For one turn, the caster gains the ability to become non-corporeal (as a ghost) at will. While corporeal, this ability to shift grants them a +4 bonus to AC against non-magical weapons and a +4 bonus to saves if becoming non-corporeal would help to protect them. While non-corporeal, the caster can pass through solid objects, fly with a 30’ move speed, and is immune to non-magical and purely corporeal damage.

28-29     The caster’s flesh sloughs off, revealing an obsidian skeleton. The caster gains +4 AC against ranged attacks, and is completely impervious to piercing and slashing weapons, or special attacks which target flesh. The caster can see in the dark to 60’ with perfect clarity, is immune to poison and disease, and has no need to eat, drink, or breathe. The caster can maintain this state for up to CL turns, or end it at any time before then. When it ends, the caster’s flesh painfully re-knits from whatever material is at hand, healing all lost hit points in the process.

30-31     The caster’s biological processes halt for 1d6 + CL days, temporarily suspending the action of poisons, diseases, and similar agents, as well as negating the need to eat, drink, or breathe. The caster is not affected by cold, and can operate in a vacuum, on a tundra, or underwater without discomfort. During this period, the caster does not heal naturally, and any lawful or neutral cleric performing magical healing on the caster has their disapproval increase by 1d12. Un-dead creatures will not attack the caster unless attacked first, and intelligent un-dead are considered friendly.

32+         Orcus appears as a shadowy form and reaches out to smite one foe within 500’ of the caster’s choosing, who immediately takes 1d8+8 damage, and must succeed in a DC 13 Fort save or be instantly slain. The apparition remains until CL foes are slain, or until there are no remaining foes to target, making one attack each round (which automatically hits).

At the end of this time, the caster may choose to attempt a Luck check. If they succeed, Orcus loans them the Wand of Orcus for 13 days to cause havoc in the mortal world. At the end of this period, they may attempt another Luck check to hold the Wand for an additional 13 days. They may keep attempting Luck checks at the end of each 13-day period for as long as they dare. However, should they fail any of these Luck checks, Orcus appears himself to drag the caster screaming into the Abyss.

Was the Wand of Orcus left behind? Does anyone dare make a Luck check to find out?

Monday, 9 June 2025

Let’s Convert the Monster Manual: Juiblex

I’ve been asked to convert the original Monster Manual in a manner similar to my conversion of the Fiend Folio. I am going to do this a bit differently, though, and just try to stick to the essence of creatures without referring to the text of the original work. This is, in part, because of my plans to create a monster book in the upcoming year. In this case, we are dealing with IP that is currently held by Wizards of the Coast/Hasbro, so I can’t imagine a published version of everything here coming out!

When converting the demons and devils from the original Monster Manual, some deviation from the strict order of presentation is required. Specifically, the demon princes and archdevils must be formatted in a manner similar to the way I did Lolth and the Slaad Lords from the Fiend Folio.

You will laugh, but since first playing this game, I had Juiblex’s name wrong. Until actually doing the conversion work, I had always somehow read the Faceless Lord as “Julibex”. Not a huge difference, but any error that lasts around four decades is worth noting. Like Demogorgon, I referenced Juiblex (or, rather, Jubilex!) in AD&D 1e games, but he never made a personal appearance. Just as well, because the demon lords are a TPK any way you slice them!

Juiblex (The Faceless Lord): Init +11; Atk caustic lash +22 melee (10’ range, 4d10) or spew primordial slime or spell; AC 27; HD 26d12 (88 hp); MV 10’; Act 4d20; SP demon traits, spew primordial slime, spellcasting, miasmal aura; regenerate 1d4 hp/round, infravision 200’; SV Fort +14, Ref +16, Will +18; AL C.

Spells (+22 to spell check): Charm person, choking cloud, darkness, demon summoning, dispel magic, ESP, fly, forget, invisibility, paralysis, phantasm, and scare.

                Spew Primordial Slime: Once every 1d5 rounds, Juiblex can use an action die to spew a 1 HD primeval slime at a target within 10’, with the slime attacking the target immediately and each round thereafter. The slime is persistent, and exists until destroyed. The judge is encouraged to have several varieties of primeval slime prepared, following the description on pages 423-424 of the core rulebook.

                Miasmal Aura: So foul is the Faceless Lord that mortal creatures within 30’ of his revolting person must succeed in a DC 22 Fort save each round or suffer 1d3 points of Stamina damage and 1d6 hp damage.

Demon traits: Telepathy, immunities (weapons of less than +5 enchantment or natural attacks from creatures of 12 HD or less, fire, cold, electricity, gas, acid), projection (teleport at will to any location, as long as not bound or otherwise summoned; can project astrally and ethereally), crit range 15-20.

Juiblex is extremely foul and nauseating, and few question that he is the most disgusting and loathsome of all demons. His dripping form can lash forward in melee to cause terrible damage, both from the force of his blow and the caustic properties of his noisome secretions. Juiblex has no set form. Although he often takes the form of a nine foot tall cone-like heap of offal, striated in disgusting blackish greens, foul browns and yellows, and sickly translucent grays and ambers, he can spread himself into a vast pool of slime or rise up into a towering column of disgusting ordure 18 feet or more in height. Regardless of his form, several glaring red eyes protrude from its mass.

Juiblex is reclusive and hates intrusion by any form of normal creature, instead surrounding himself with various forms of ooze and primeval slime. Even other demons and infernal creatures shun his company. Mortal wizards who wish to bond with the Faceless Lord must do so in some slimy, malodorous place, such as a cesspit. Those so foolish to traffic with Juiblex find themselves coming to resemble his revolting personage over time, and eventually devolve into some form of primordial oozing slime themselves.






Invoke Patron check results:

12-13     The caster’s flesh melts like putty over the course of a round, healing 1d6 + CL damage as it is restored to its former appearance and consistency. During this round, the caster takes only half damage from any source.

14-17     The caster’s legs and lower torso become a column of odiferous jelly, allowing them to move at 40’ on land, 20’ on walls, or jet upwards 30’ per round on an expanding column of ooze, attaining heights of up to 90’. The caster retains this form for 1d3 + CL minutes before returning to normal.

18-19     The caster’s face becomes a mass of featureless putrescent slime, which somehow does not interfere with speech, sight, spellcasting, or hearing. Once per round, without using an action die, the caster may make a melee attack with a pseudopod from this slime against a target up to 30’ away, doing 2d6 + CL damage if the attack hits. After 3d6 + CL rounds, the caster’s face returns to normal.

20-23     Something akin to Juiblex’s own miasmal stench exudes from the caster, causing all living creatures within 30’ of the caster – friend as well as foe – to make a DC 15 Fort save each round or take 1d4 damage. This effect lasts 1d3 + CL turns, and persists even if the caster is reduced to 0 hp or slain. Only the caster’s familiar (if any) is unaffected.

24-27     Once per round, the caster may vomit forth an infernal ooze, to a range of 10’, which immediately attacks an opponent if possible. Vomiting forth an ooze uses an action die and prevents spellcasting that round (unless the spell does not require a verbal component, due to a mercurial effect for instance). This effect lasts for 1d6 + CL rounds. The infernal oozes act as the caster desires, but 2d8 + CL turns, the caster must make a Luck check on 1d14 (roll under Luck). If the caster succeeds, the oozes merely dissipate, returning to the Abyss. If the caster fails, any surviving infernal oozes turn on them, doing everything in their power to destroy the caster unless banished or destroyed themselves. The caster has gained the notice of Juiblex, and the Faceless Lord does not care to be disturbed.

Infernal Ooze: Init +0; Atk pseudopod +4 melee (1d6+4 plus paralysis); AC 12; HD 2d12 (13 hp); MV 20’, climb 20’; Act 1d20; SP paralysis (1d6 hours, DC 16 Fort negates), half damage from non-magical weapons, half damage from magical slicing and piercing weapons, immune to non-magical slicing and piercing weapons, immunity to fire; SV Fort +6, Ref +0, Will +0; AL C.

28-29     The caster and their gear collapse into a pool of sentient primeval slime with 1 HD per CL (re-roll hp using 1d8 per die; any damage taken comes from any “extra” hit points first). The caster becomes a pool of slime with one 5-foot section per level. The slime can pull itself into a roughly humanoid shaped pile of filth at will, and in this form it can both speak and cast spells, but cannot make pseudopod attacks, and can only use whatever action dice the caster has in their native form. The primeval slime otherwise follows the description on pages 423-424 of the core rulebook.

                The caster may maintain this form for up to 1d6 + CL hours, but when they attempt to regain their normal shape they must succeed in a Luck check on 1d16 (roll under) to do so. If they fail the Luck check, Juiblex has taken umbrage at their disturbing him, and they retain the slime form permanently, or until they receive a remove curse with a spell check result of 34+. If forced to remain a slime, the caster takes 1d3 Personality damage each day, and, should their Personality ever fall to 0, they lose their sentience so long as they retain this form (Personality damage may recover only once restored to original shape).

Primeval slime: Init (always last); Atk pseudopod +4 melee (1d4); AC 10; HD 1d8 per 5’ square; MV 5’, climb 5’; Act 1d20 per 5’ square; SP half damage from slicing and piercing weapons, 1d4+1 special properties from table on page 424 of the core rulebook; SV Fort +6, Ref -8,  Will as caster; AL as caster.

30-31     The dubious favor of the Faceless Lord touches the caster. The caster, and up to five willing allies within 500’, gain CL special abilities from the table on page 424 of the core rulebook. Half of these, rounded up, may be chosen by the caster, and half are randomly determined, but the same set of abilities are gained by all effected. These abilities remain for 1d6 hours, after which each affected being must succeed in a Luck check on 1d20 (roll under) or suffer 1d4 points of permanent Strength, Agility, or Stamina damage as part of their flesh sloughs off into nascent primordial slimes exhibiting traits similar to those granted the caster and their allies. The slimes are not immediately hostile if the area is vacated and they are left alone.

32+         The Faceless Lord shows great, if momentary, favor to the caster and up to five allies of their choosing. In the first round, all of the affected have their flesh melt and run, healing all wounds, including lost body parts, broken bones, and even ability score damage.

For the next 1d12 + CL rounds, all affected are semi-gelid, taking only half damage from piercing and slashing weapons, as well as from heat, fire, cold, and electricity. They gain an additional +3 bonus to attack rolls, damage, spell checks, and AC due to the influence of the demon lord.

Finally, for the following 1d12 + CL rounds, all affected regenerate 1d3 hp per round due to the plasticity of their flesh.

Once these effects end, the caster must succeed in a Luck check on 1d24 (roll under) or be dragged bodily to the Abyss to answer to the Faceless Lord for their impertinence. Juiblex cares little for what happens on mortal planes, so unless the judge rules otherwise, this concludes an otherwise successful career in the arcane arts. Perhaps a special quest can be devised (for the caster or their allies) to free the caster from the Abyss…?

Thursday, 5 June 2025

Free RPG Day

Free RPG Day is June 21st this year, and I will be celebrating it by running The Dying  Light of Castle Whiterock (by Alex Kurowski) at TistaMinis from 1 to 5 pm. I am running the DCC version. All materials supplied.

TistaMinis is located at 162 Parkdale Ave North in Hamilton, ON. It is always my goal to accommodate those who show up, and will run with up to 8 players. Also, it's Free RPG Day, so show up early, enjoy the day, and, if your means will allow, support the store for supporting our hobby!

Store hours will be from 12-6.

A mysterious beacon eminates from an ancient, ruined watchtower of Castle Whiterock. After all these centuries, who or what keeps the beacon lit, and what dark secrets are held in those hallowed chambers? And do you have the courage to discover why?

Wednesday, 4 June 2025

Let’s Convert the Monster Manual: Demogorgon

I’ve been asked to convert the original Monster Manual in a manner similar to my conversion of the Fiend Folio. I am going to do this a bit differently, though, and just try to stick to the essence of creatures without referring to the text of the original work. This is, in part, because of my plans to create a monster book in the upcoming year. In this case, we are dealing with IP that is currently held by Wizards of the Coast/Hasbro, so I can’t imagine a published version of everything here coming out!

When converting the demons and devils from the original Monster Manual, some deviation from the strict order of presentation is required. Specifically, the demon princes and archdevils must be formatted in a manner similar to the way I did Lolth, the Elemental Princes of Evil, and the Slaad Lords from the Fiend Folio. Well, maybe not the Elemental Princes, because I decided against writing invoke patron tables for them. Going over the initial material, I noticed that the poor manes is right between two demon princes, and we don’t want to stick them in a post on their own. So, the order will be: demon princes (one per post), other demons, archdevils (one per post), then other devils. A change of order rather than a change of content.

As for actual use in games, Demogorgon has been a background figure, but AD&D 1e was not set up to allow PCs in the kind of games I ran to have any chance against a demon prince. And it isn’t like you would just run into Demogorgon down at the local pub. The patron system from Dungeon Crawl Classics makes powers like this far more useful, in my opinion anyway. Even the most powerful PCs should think twice before getting in a fight with Demogorgon!

Demogorgon (Prince of Demons): Init +15; Atk tentacle +22 melee (2d6 plus rotting) or tail lash +22 melee (3d6 plus XP drain) or gaze attack or spell; AC 23; HD 29d12 (200 hp); MV 50’; Act 4d20; SP demon traits, gaze attacks, rotting, XP drain, infravision 200’; SV Fort +16, Ref +14, Will +18; AL C.

           Spells (+25 to spell check): Charm person, comprehend languages, control ice, darkness, demon summoning, detect magic, dispel magic, ESP, forget, levitate, phantasm, read magic, and scare. Demogorgon may cast spells using both of his heads independently.

            Demon traits: Telepathy, immunities (weapons of less than +5 enchantment or natural attacks from creatures of 12 HD or less, fire, cold, electricity, gas, acid), projection (teleport at will to any location, as long as not bound or otherwise summoned; can project astrally and ethereally), crit range 15-20.


Demogorgon is a terrible opponent. When he strikes an opponent with a tentacle attack, the opponent must succeed in a DC 26 Fort save or one limb (chosen at random) is disabled and begins to rot. After 1d6+6 rounds, if the rotting is not healed via a cleric’s laying on of hands (3 HD), a neutralize disease or poison with a spell check result of 16+, a restore vitality spell with a spell check result of 20+, or some similar means, the limb sloughs off, permanently costing the victim 1d20% of their total hit points.

When Demogorgon’s forked tail strikes an opponent, they must succeed in a DC 26 Will save or permanently lose 2d20 XP. If the opponent’s XP drops below the threshold for their current level, they immediately lose that level and all it attendant benefits. Survivors may, of course, gain new XP and re-attain lost levels, but any random benefits or those gained through effort (such as hit points and spells) must be rolled or learned anew. A target reduced to 0 level who is struck again by Demogorgon’s tail is utterly destroyed.

Finally, Demogorgon can make gaze attacks with his two heads. Those who meet the gaze of his left head are stunned and unable to act for 1d6 rounds, while those who meet the gaze of his right head become insane for 1d6 rounds, lashing out at the closest creature (or randomly) with their strongest attacks. Targets may attempt a DC 26 Reflex save to avoid this gaze.

If Demogorgon fixes the gaze of both his head upon his enemies, which requires two action dice, he can hypnotize up to 10d10 Hit Dice of creatures, preventing them from taking any actions for 1 round and giving then a -1d penalty to all die rolls for the following 1d6 rounds. Targets may attempt either a DC 26 Reflex save to avoid the gaze, or a DC 26 Will save to resist, but not both.

Rivalry between demon lords is great, but the enmity between Demogorgon and Orcus is immense and unending. It is contended by some that Demogorgon is supreme, and others that Orcus is, and their proxies fight unending skimishes in the mortal planes to decide the undecidable matter.

This gigantic demon prince is 18 feet tall, his blue-green skin plated with ophidian scales. His heads resemble those of evil mandrills, hideously colored, and he has two great tentacles in the place of arms. His body and legs are those of a giant lizard, his twin necks resemble snakes, and his thick tail is forked.

Demogorgon holds dominion over cold-blooded things, such as serpents, reptiles, and octopi, although his dominion is neither absolute nor uncontested. Creatures of this sort cannot resist obeying his commands. The ceremony to bond with Demogorgon must occur in some location where the creatures he commands are readily found.

Invoke Patron check results:

12-13     Demogorgon is otherwise engaged, and has little time for the caster. A single lost spell of the caster’s choosing is restored.

14-17     The caster can gaze at one target each round, without using their action dice, and that target must succeed in a DC 12 Will save or be unable to act for 1 round. The effective range is 50’, and the caster gains this ability for 1d8 + CL rounds.

18-19     The caster’s head and neck bifurcate, forming two duplicate heads which can act independently. Each head has access to all of the caster’s action dice, effectively doubling the caster’s spell ability. After 2d6 + CL rounds, the heads remerge, taking one round to do so. The caster can take no actions while their heads remerge.

20-23     The caster grows two lashing tentacles from their shoulder, each of which can attack independently of the caster’s actions. They can reach targets up to 10’ away, attacking with +8 melee for 1d8 damage. The tentacles rot and drop off after 1d3 + CL turns.

24-27     As 20-23, above, except that any creature struck by a tentacle attack must succeed in a DC 15 Fort save or being rotting, taking an additional 1d8 damage each round until they die or receive magical healing.

28-29     Demogorgon sends a Type I demon to serve the caster for the next 1d6 + CL hours.

Fat Beetle Demon (Type I, Demogorgon): Init +1; Atk bite +4 melee (1d6+2 plus venom) or spell; AC 14; HD 4d12; MV 20’ or fly 20’; Act 1d20; SP demon traits, venom (Fort DC 11 or additional 2d6 damage), infravision 60’, spellcasting (+4 to spell check): darkness, fireball, mirror image, and shatter; SV Fort +4, Ref +4, Will +4; AL C.

Demon traits: speaks infernal and common tongues, half-damage from non-magical weapons and fire.

30-31     Demogorgon dispatches 1d3 Type II demons, which serves the caster for 1d6+ CL days.

Stinging Serpent Demon (Type II, Demogorgon): Init +2; Atk constriction +9 melee (1d6+2 plus constriction) or sting +10 melee (1d6+4 plus paralysis) or spell; AC 17; HD 8d12; MV 40’ or swim 20’; Act 2d20; SP demon traits, constriction (automatic damage each round, opposed Strength vs. +6 escapes), paralysis (1d6 hours, Fort DC 15 negates), crit range 19-20; infravision 60’, spellcasting (+8 to spell check): darkness; SV Fort +7, Ref +3, Will +7; AL C.

Demon traits: speaks infernal and common tongues; reads minds; immune to non-magical weapons or natural attacks from creatures of 3 HD or less; half-damage from fire, acid, cold, electricity, and gas.

32+         As 30-31, above, but Demogorgon also dispatches a crococonda demon, a loathsome 1d12+6-foot-long admixture of crocodile, spider, and snake, which will serve the caster for an indefinite period. Every 13 days, the caster must renew the bond with an appropriate sacrifice to Demogorgon, and make a DC 20 Will save. The judge may grant a +1 to +4 bonus to this save, based on the quality of the sacrifice, or may even penalize if the judge deems the sacrifice too anemic.

                If the save succeeds, the crococonda serves the caster for another 13 days, and the process is repeated. If the caster fails, the bond with the crococonda is broken, and it returns to its own plane. If the caster rolls a natural “1” on this save, however, the crococonda seeks to drag the caster back to the Abyss with it, there to deliver it as a sacrifice to its fell prince. If the caster dismisses the demon on or before the 12th day, they do not run this risk.

Crococonda (Type III Demon, Demogorgon): Init +5; Atk bite +11 melee (1d8 plus venom) or constriction +9 melee (1d8 plus constriction) or spell; AC 20; HD 6d12; MV 30’ or climb 10’ or  swim 40’; Act 2d20; SP demon traits, venom (1d4 Stamina damage plus DC 19 Fort save or additional 1d6 Stamina damage), constriction (automatic damage each round, opposed Strength vs. +4 escapes), crit range 18-20; infravision 90’, spellcasting (+12 to spell check): darkness, Nythuul’s porcupine coat, and write magic; SV Fort +10, Ref +8, Will +7; AL C.

Demon traits: speaks infernal and common tongues; reads minds and communicate telepathically within 120’; immune to weapons of less than +2 enchantment or natural attacks from creatures of 5 HD or less; half-damage from fire, acid, cold, electricity, and gas.

Note that while bound to the caster, these demons cannot teleport. However, once released all but Type I demons can teleport back to the Abyss or to another point on the same plane. Once their period of servitude is finished, fat beetle demons are summoned back to the nether regions by Demogorgon or one of his lackeys.

Sunday, 1 June 2025

Don't Have a Cow, Man!

On the other hand, do. Have a cow, a pig, a goat, a chicken....all of your 0-level PC's animals.

Then consider various donkeys, mules, falcons, dogs, and maybe even a songbird to take on adventures with you.

The Cyclopedia Domestica is a selection of common domesticated animals for your DCC game.

Your turnip farmer has a goat? No longer a problem!

Every domesticated animal could not fit into a reasonably-sized booklet, so you will unfortunately find no llamas, elephants, or parrots herein. However. You will find everything a 0-level PC might start with in the core rulebook, and a few things that an adventurer might want, or might encounter in a fantasy setting based roughly on the European Middle Ages.

Get It Here!

Have fun storming the castle!

Wednesday, 28 May 2025

Let’s Convert the Monster Manual: Chimera, Cockatrice, Coatl, Giant Crab, Giant Crayfish, and Crocodile

I’ve been asked to convert the original Monster Manual in a manner similar to my conversion of the Fiend Folio. I am going to do this a bit differently, though, and just try to stick to the essence of creatures without referring to the text of the original work. This is, in part, because of my plans to create a monster book in the upcoming year. In this case, we are dealing with IP that is currently held by Wizards of the Coast/Hasbro, so I can’t imagine a published version of everything here coming out!

I have used every monster in this post, but I have an especial fondness for giant crabs, giant crayfish, and crocodiles both monstrous and mundane. For crocodiles, that love probably comes from a mixture of their actually existing plus various jungle films I saw as a child. Giant crabs and crayfish probably speak to me because of their use in early published adventures. Plus, of course, I had frequent experience with crayfish growing up, and giant crabs were a B-movie staple! In this, the dungeon in the Holmes Basic boxed set and The Village of Hommlet were probably most influential.

It was noteworthy even at the time how D&D plundered diverse cultures for material – especially monsters – while remaining Eurocentric in its outlook. The publication of Oriental Adventures, Maztica, and other products would ameliorate this to some degree as time went on, but in your DCC campaigns I hope you will widen the field even further. You don’t have to create an entire world to transport your PCs briefly to other cultures – and you do not need to even have these appear on the same world. The core rules encourage you to make use of strange planes early and often, and so do I. Several of the published DCC adventures take your PCs to other planets, and this is another way to make use of cultures which are not representative of your “home” campaign area.

Note that the reverse is also true. If your base campaign takes place in fantasy India, there is no reason why you cannot allow your PCs to experience fantasy Germany for an adventure or two.

Chimera: See the core rulebook, page 399.

Cockatrice: See the core rulebook, page 399.

Coatl: Init +6; Atk bite +9 melee (3d6 plus venom) or spellcasting; AC 16; HD 8d8; MV 30’ or fly 50’; Act 1d20; SP venom (1d4 Stamina damage plus DC 14 Fort or death), telepathy 120’ range, shapeshifting, spellcasting (+10 to spell check); SV Fort +6, Ref +4, Will +6; AL L.

Its name taken from the Nahuatl language from Central Mexico, this creature is a celestial feathered serpent vaguely modeled after the Aztec god Quetzalcōātl, largely by way Hernán Cortés and the Florentine Codex. It is a large serpent with a feathered tail and large, brightly-colored bird-like wings. In addition to their venomous bites, all coatl are potent spellcasters, able to cast 3d5 of the following spells (roll 1d24): (1) Animal summoning, (2) banish, (3) blessing, (4) charm person, (5) cure paralysis, (6) curse, (7) neutralize poison or disease, (8) detect invisible, (9) detect magic, (10) dispel magic, (11) gust of wind, (12) holy sanctuary, (13) invisibility, (14) magic shield, (15) phantasm, (16) planar step, (17) remove curse, (18) restore vitality, (19) second sight, (20) sleep, (21) snake charm, (22) speak with the dead, (23) ventriloquism, or (24) word of command.

All coatls are telepathic to a range of 120 feet, being able to sense living minds, read their surface thoughts, and communicate telepathically within this radius. As a result, it is difficult (if not impossible) for living creatures to surprise a coatl at close range. These beings can also change their shapes to that of a natural animal or humanoid or back as an action – this affects only their movement speed (including losing the ability to fly if the new shape has no wings), and not their other statistics, and does not grant them special powers.

A coatl is 1d10+10 feet long in its natural form, with a wingspan equal to its length.

Giant Crab:  See the Cyclopedia of Common Animals.

Giant Crayfish:  See the Cyclopedia of Common Animals.

Crocodile: See the Cyclopedia of Common Animals.

Monday, 26 May 2025

Fiery Faeces of Doom...The Bonnacon

 

Based on this Facebook post. DCC statistics based on the cow on page 55 of the Cyclopedia of Common Animals.

Bonnocan: Init +3; Atk butt +0 melee (1d3) or caustic faeces; AC 12; HD 1d6+1; MV 40'; Act 1d20; SP caustic faeces (3/day, cone with 100' range and 30' base, 1d6 damage, Reflex DC 13 for half damage); SV Fort +5, Ref +3, Will -2; AL N.

The bonnocan is a tropical species of cow with a horse-like mane and inward-pointing horns.  Inoffensive by itself, when it flees it can emit caustic faeces and fumes to a horrific range, and to great effect. Any creature failing the Reflex save against this attack - which is purely defensive - must make a second DC 10 Reflex save or catch fire.

Some things are just better left alone.

Saturday, 24 May 2025

Let’s Convert the Monster Manual: Wild Camel, Carrion Crawler, Catoblepas, Wild Cattle, Centaur, and Giant Centipede, and Cerebral Parasite

I’ve been asked to convert the original Monster Manual in a manner similar to my conversion of the Fiend Folio. I am going to do this a bit differently, though, and just try to stick to the essence of creatures without referring to the text of the original work. This is, in part, because of my plans to create a monster book in the upcoming year. In this case, we are dealing with IP that is currently held by Wizards of the Coast/Hasbro, so I can’t imagine a published version of everything here coming out!

I don’t think that I am alone in having used carrion crawlers and giant centipedes as staple monsters, but the idea of having to succeed in eight saves vs. paralysis was always a bit too daunting to make me include too many carrion crawlers. I have modified that here to make a monster I think is fairer, but also to include actual rules for what happens once you are paralyzed. If you don’t think that my version is cruel enough, give the critter more action dice: 3d20, 5d20, or even 8d20. You could even make the number of action dice a function of age.

The catoblepas is another monster lifted from actual folklore or bestiaries. While I have used it, it has not been as frequently used because the original monster’s death gaze is just too good. I have tried to retain the essence, keep or enrich their ties to their classical origins, and make them a little more useable in play.

What can I say about cerebral parasites? The original monster was tied into the AD&D 1e psionics rules, and under those rules even if you included them in encounters there was not much chance of any PC having the psionic ability to really make them even be noticed. My version is considerably more dangerous. You’re welcome.

Wild Camel: See the Cyclopedia of Common Animals for both dromedaries and Bactrian camels.

Carrion Crawler: Init +4; Atk tentacles +8 melee (paralysis); AC 16; HD 3d8; MV 30’ or climb 30’; Act 1d20; SP paralysis, deposit eggs, infravision 60’; SV Fort +4, Ref +2, Will +1; AL N.

These creatures appear similar to gigantic cutworms, 1d3+7 feet long, sprouting eight 3-foot long tentacles from around their mouthparts. Carrion crawlers feed on carrion and offal, and do not have effective bite attacks until their food has spent a while decomposing. They are feared by adventurers because their tentacles contain a potent paralytic agent (DC 16 Fort save or paralyzed for 2d6 days).

If left alone with paralyzed victims, the carrion crawler then deposits eggs on the 1d3 least lucky targets. Easy enough to remove before they hatch in 1d4 days, thereafter the carrion crawler larvae do 1d6 damage to their hosts each day until the hosts are consumed, the hosts escape when the paralysis wears off, or some outside agency intervenes. Monsters of the underworld have been known to ingest carrion crawler eggs with their intended hosts, and then become victims themselves when the larvae hatch and consume them from within.


Catoblepas: Init +0; Atk tail +6 melee (1d6 plus stun) or death gaze; AC 13; HD 6d8; MV 20’; Act 1d20; SP stun (1d5 rounds, DC 12 Fort negates), heavy head, death gaze (100’ range, 1d4 Stamina damage plus DC 15 Fort or die), immunity to poison, toxic flesh; SV Fort +4, Ref +0, Will +3; AL C.

This incredibly foul and odiferous creature resembles a large buffalo with a long, snake-like neck and tail. A catoblepas has a heavy, boar-like head which is so heavy (in comparison to its long, thin neck) that it can only lift enough to use its baleful gaze every 1d5 rounds. The rest of the time, it strikes with a bony knob at the end of its tail. Blind creatures are not affected by the creature’s death gaze, and creatures which are not surprised can avoid this attack by averting their eyes (resulting in a -1d penalty to attack rolls and preventing line of sight).

These horrid beings live in salty marshlands, where they can consume the most poisonous of vegetation without distress. Their flesh, as a result, is highly toxic, and anyone tasting the slightest morsel takes 2d4 Strength damage must succeed in a DC 20 Fort save or die immediately. Even handling, or the smoke from cooking, this flesh is harmful: 1d4 Stamina damage and a DC 15 Fort save or 1d4 permanent Stamina damage. Thieves attempting to handle this material safely have a -1d penalty to their Handle Poison checks.

Catoblepases are attracted to moonlight, and on nights of the full moon struggle to keep their heads aloft, making them even more dangerous (1 in 3 chance of using their death gaze each round).


Wild Cattle: See the Cyclopedia of Common Animals.

Centaur: See the core rulebook, page 398. This post may also be of interest.

Giant Centipede: Init +3; Atk bite +0 melee (1 plus venom); AC 14; HD 1 hp; MV 20’; Act 1d20; SP venom (DC 8 Fort or 1d3 damage); SV Fort -4, Ref +3, Will +0; AL N.

Giant centipedes are described on page 398 of the core rulebook. These statistics are a little closer to a natural giant centipede such as that found in the Monster Manual. The venom of these giant centipedes cannot generally be extracted, and is so weak that few thieves or assassins would find attempting it to be worthwhile.


Cerebral Parasite: These are microscopic organisms which exist non-corporeally, and which are transmitted via psionic contact, such as through telepathy, mind-affecting spells, or even psychic attacks. When experiencing some form of mental contact with an infected creature, a DC 15 Will save is required to prevent infection. Although there is no immediate effect, in 1d5 days there are a sufficient number of parasites to cause 1 point of Intelligence or Personality damage (equal chance of each). Every day thereafter, the number of parasites doubles. On the next day, they do 1d3 Intelligence or Personality damage (randomly determine for each point), then 1d4, then 1d5, and so on up the dice chain until they reach 1d30. Once Intelligence or Personality is reduced to 0, any further damage to that statistic caused by the cerebral parasites is permanent, until the host is reduced to a vegetative state.

When first contracted, they can be cured with 1 HD healing via lay on hands, but as the infection grows, it gets more difficult to destroy: 2 HD healing when infection reaches the 1d5 points of attribute damage per day, 3 HD healing at 1d10 points, 4 HD healing at 1d20 points, and 5 HD healing at 1d30 points or when permanent damage has been taken.

For those capable of seeing auras or the invisible, a cerebral parasite infection appears as a spreading miasmal discoloration.