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Fearsome: On first encountering this Quick Reflexes: Enemies must pass a

Adapting Monsters for D20 Games monster, every character must make a DC14
Wisdom save or become Frightened.
dexterity check to disengage from this
monster.
Best Left Buried monsters can be converted Use the Stat to calculate the Ability Score, and Fear of the Light: The monster has Rampage: When the monster takes damage, it
into D20 games like D&D with ease using the add small variations so the monster is disadvantage to attacks and Perception may immediately make an attack with
below guidelines: flavourful. checks while in sunlight. disadvantage against an adjacent enemy.
Monsters have a Hit Dice (HD) for each 6 Calculate damage and spells by giving the Firebreathing: (Recharge on a 6) Uses an Razorclawed: Attacks made by the monster
Vigour beyond 3. 0-3 Vigour = 0HD. 4-9 monster a weapon and scaling damage by action to breathe fire in a 15 ft cone. Deals have advantage and ignore physical damage
Vigour = 1HD. 10-16 Vigour = 2HD. comparing it a D20 monster with similar hit HDxD6 fire damage, DC14 Dexterity save for resistance.
Brawn = Strength and Constitution dice. half damage. Resistance: Choose a type of damage, like
Wit = Charisma and Dexterity Flame-wreathed: If a character ends their fire, slashing, bludgeoning, piercing, acid,
For Armour Class (AC), start at a AC 11 for a
Will = Intelligence and Wisdom turn within 30 ft the monster, they take HD lightning etc. The monster has resistance to
target number of 8 and increase the AC by
fire damage. that type of damage.
two for every unit the target number increases
Stat -1 0 1 2 3 4 by. Flesh-gorging: The monster can take an Petrifying Gaze: (Recharge on a 6) The
action to feast on a recently deceased corpse monster can spend its action to attempt to
Score 7 10 13 16 19 22
and regain HP equal to its number of hit dice. Petrify an enemy. The enemy must make a DC
Flying: The monster has a flying speed that 14 Wisdom save or be immobilised. On its
matches it’s walking speed. next turn, the monster can spend an action to
Monster Advancements Gelatinous Grip: When the monster attacks repeat this and force the target to make
the target must make a Strength save or be another Wisdom save. If the target fails, they
Acidic: If this monster hits with an attack, tight spaces, and it can move at half-speed are fully turned to stone.
defending player must make a DC 14 through impassable terrain due to tight Immobilized. On its turn, the target can use
Dexterity save or have a weapon, tool, or spaces. its action and make a strength save to try and Shadowclad: Treat this monster as being
piece of armour be damaged (stat reduced by escape. invisible while in a shadow.
Corpsemover: The monster can spend an
1, or disadvantage to use it). action to make a humanoid corpse Hex-Addled: This monster has disadvantage Soulfeast: When the monster kills a target, it
Amorphous: (Either once per day, or something unnatural, like glow, stand up or on any saves vs. spells. regains a HD worth of HP.
recharging on a 6) This monster can dance. Hex-Proof: This monster has advantage on Spider Climb: The monster can stick to walls
transform into a new form. Devour: The monster can spend an action any saves vs. spells. or ceilings, and can move across them at half-
Aquatic: This monster can breathe attempting to consume an enemy. The target Hulking: Ranged attacks made against the speed.
underwater. It has advantage on checks must make a Strength saving throw or be monster have advantage. Double the Slippery: Any checks made to grapple or
made while underwater. immobilised. On subsequent turns, the monster’s Constitution Bonus when restrain the monster are at disadvantage.
Beetle Flesh: When killed, the monster turns monster can repeat the action and have the calculating HP. Tight tunnels, corridors, Undead: The monster cannot be targeted by
into a swarm of rats, bats, worms or insects. target make another Strength save. If the rooms, or hallways may become difficult or mind altering magics and does not have to
Unless this swarm is destroyed, the monster target fails, they are fully consumed. This impassable terrain. eat, breathe or drink.
reforms in D6 days. will do different things depending on the Ironshelled: Attacks made by weapons Unstoppable: This monster doesn't feel pain,
Blinking: (Recharge on a 6) A monster can monster. against the monster have disadvantage. is not effected by physical debilitations, and
use its action and movement to disappear Disguise: The monster can pass as a certain Lifedrinker: The monster regains HP equal cannot be critically hit.
from view and move to a space up to 90 feet mundane object, such as a statue, part of the to half all damage inflicted by its attacks on Violent End: When the monster dies, it
away. This does not provoke opportunity floor or wall, or a piece of furniture. living targets. explodes. Every monster within 10 feet must
attacks. Characters may need to make Perception Luminescent: The monster emits light in a make a DC 14 Dexterity save or take HDxd6
Bloodthirsty: This monster has advantage on Checks to notice it. (D6x10)ft radius. damage.
attacks if the target has less than half of its Disorganised: This monster does not behave Nimble: This monster may Disengage as a Weakness: Choose a type of damage, like fire,
total HP. in a rational or tactical manner: deliberately bonus action. slashing, bludgeoning, piercing, acid,
Bloodscent: The monster has advantage play them suboptimally. lightning etc. This monster has vulnerability
Otherworldy Gaze: The monster can spend
towards perception checks to detect targets Elemental: The monster’s attacks deal a an action to focus upon one enemy and force towards that type of damage.
that are at less than half of their total HP. damage type corresponding to the monster's them to make a DC14 Wisdom save with Wound-Knitting: The monster recovers a HD
Brittleskinned: This monster has element. Also, the monster has resistance to disadvantage. If they fail, they become of HP per turn. Depending on the monster,
vulnerability to physical attacks. damage corresponding to its element. Frightened. On a crit fail, they become this might be disabled by acid, cold, holy or
Compressible: The monster moves at regular Ethereal: This monster has resistance to Dominated. fire damage.
speed through difficult terrain involving physical damage.
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