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Bestiary & Conversions

Section

Downward Spiral of the Lost · p.14

Open source p.14

Bestiary

The following Guidelines can help convert statblocks to your system.

d20 Rolls

In games where NPCs roll their Checks and Saves, add their Hit Dice (HD) count to their roll if they are good with the Check. Save DCs: Use Normal Difficulties (12 to 13) for Save DCs forced by NPCs

Hit Points

Old School: Roll a number of s equal to its HD for Hit Points, or use the assumed HP in their statblocks. Contemporary: Use the assumed HP and add the HD number to it. For example, an HD: 4 (18 HP) Being would have 18 + 4 = 22 HP.

Attacks & Spells

Roll High: Result = + HD THAC0: THAC0 = 20 - HD

Damage

Old School: No change. Contemporary: Damage + HD

Saving Throws

Old School HD ERW 1-3 131516 4-6 111314 7-9 91012 10-127810 13-15558 16-18336 19-21224 22+ 222 You can use the following guideline to interpret how Endure, Reflex, or Will Saves should be interpreted: Endure: Death, Poison, Constitution, Fortitude, Toughness Reflex: Breath, Dexterity, Agility Will: Magic, Charm, Wisdom

Zone (ZNE)

ZoneDescription FrontMove Close to Melee attack. MiddleMove Close to Melee attack and fall back to Near. If at half HP or lower, act as Back. BackStay Far to Ranged attack and Cast. Contemporary E RW +4+3 +6+5 +8+7 +10+9 +12+11 +14+13 +16+15 +18+17

Speed (SPD)

TypeDescription ClimbCan move on walls at this speed. ClingAs Climb, but also on ceilings. SwimCan swim at this speed. PhaseCan move through walls. Speeds are indicated as either -, Standard, or Standard with a modifier (such as 1/2 Standard, 2×Standard, etc). Standard is the distance a normal human can move on a Turn in the system of your choice.

Senses

Sense Description Allsight Isn't fooled by illusions or invisi- bility. Blindsight It can see even if it is Blinded. Darksight It can see in darkness. EcholocationIt can see by hearing. SeismicsenseIt can see anything touching ground it is touching. Telepathy It can see anything that can think.

Armor

By Type None as Unarmored as Unarmored plus Shield as Leather as Leather plus Shield as Hide as Hide plus Shield as Chain as Chain plus Shield as Scale as Scale plus Shield as Plate as Plate plus Shield as Splint as Splint plus Shield as () Plate as () Plate plus Shield as () Plate as () Plate plus Shield as () Plate as () Plate plus Shield Mit. DR Die 0 0 1 1 1 2 1 2 2 3 2 3 3 4 3 4 4 5 5 6 6 7 AAC DAC

  • All attacks hit -

10 9 11 8 12 7 13 6 13 6 14 5 14 5 15 4 15 4 16 3 16 3 17 2 17 2 18 1 17 2 18 1 18 1 19 0 19 0 20 Shield 10+DEX 12+DEX 11+DEX 13+DEX 12+DEX (max ) 14+DEX (max ) 13+DEX (max ) 15+DEX (max ) 14+DEX (max ) 16+DEX (max ) 18 (STR 15 req.) 20 (STR 15 req.) 17 (STR 15 req.) 19 (STR 17 req.) 19 (STR 15 req.) 21 (STR 15 req.) 20 (STR 15 req.) 20 (STR 15 req.) 21 (STR 15 req.) 22 (STR 15 req.) Use the comparison in the statblock’s brackets to determine Armor Class. You will then need to know how your system of choice handles its Armor mechanic: Mitigation (Mit.): Vagabond, Into the Odd Damage Reduction Die (DRD): Mörk Borg Ascending Armor Class (AAC): Knave 2E Descending Armor Class (DAC): B/X, Old School Essentials Shield : D&D 5e, Pathfinder, Shadowdark

Morale (MRL)

Enemies make Morale Checks at the following times during a Combat:

  • The first death in their Group.
  • Their HP is at half or less, or half their Group is Incapacitated.

To check Morale, roll and consult the Group’s Leader’s statblock. If the result is higher than its Morale, the Group fails and either retreats or surrenders.

# Appearing

Indicates how many typically appear if randomly encountered.