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Bestiary & Conversions

Section

Ghost Crest Peak · p.17

Open source p.17

Bestiary

The following Guidelines can help convert statblocks to the system of your choice.

SILVER STANDARD

Treasure throughout is shown using Silver Standard. To convert to Gold Standard, multiply gold (g) and copper (c) values by 10. Silver is fine as-is.

D20 ROLLS

In games where GM-controlled characters roll their Checks and Saves, add their Hit Dice (HD) count to their roll if they are good with the Check.

SAVE DCS: Use 16 for Save DCs forced by Enemies.

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.

SENSES

Description Sense Allsight Isn't fooled by illusions or invisibility. BlindsightIt can see even if it is Blinded. DarksightIt can see in darkness. EcholocationIt can see by hearing. SeismicsenseIt can see anything touching ground it is touching. TelepathyIt can see anything that can think.

ATTACKS & SPELLS

ROLL HIGH: Result = + HD

THAC0: THAC0 = 20 - HD

DAMAGE

OLD SCHOOL: No change.

CONTEMPORARY: Damage + HD

SPEED

Description Type 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.

ZONE

Description Zone 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.

MORALE

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.

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 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, Black Sword Hack (max 3)

DAMAGE REDUCTION DIE (DRD): Mӧrk Borg

ASCENDING ARMOR CLASS (AAC): Knave 2E

DESCENDING ARMOR CLASS (DAC): Basic/Expert, Old School Essentials

SHIELD : D&D 5e, Pathfinder, ShadowDark

SAVING THROWS

Old School HD ERW 1-3131516 4-6111314 7-991012 10-127810 13-15558 16-18336 19-21224 22+222

ARMOR

Mit. DRD 0 0 1 1 1 2 1 2 2 3 2 3 3 4 3 4 4 5 5 6 6 7 Contemporary ERW +4+3 +6+5 +8+7 +10+9 +12+11 +14+13 +16+15 +18+17 AAC

  • All attacks hit - 10 11 12 13 13 14 14 15 15 16 16 17 17 18 17 18 18 19 19 20

You can use the following guideline to interpret how Reflex, Endure, or Will Saves should be interpreted:

REFLEX: Breath, Dexterity, Agility

ENDURE: Death, Poison, Constitution, Fortitude, Toughness

WILL: Magic, Charm, Wisdom

# APPEARING

Indicates how many typically appear if randomly encountered. DAC Shield 9 10+DEX 8 12+DEX 7 11+DEX 6 13+DEX 6 12+DEX (max ) 5 14+DEX (max ) 5 13+DEX (max ) 4 15+DEX (max ) 4 14+DEX (max ) 3 16+DEX (max ) 3 18 (STR 15 req.) 2 20 (STR 15 req.) 2 17 (STR 15 req.) 1 19 (STR 17 req.) 2 19 (STR 15 req.) 1 21 (STR 15 req.) 1 20 (STR 15 req.) 0 20 (STR 15 req.) 0 21 (STR 15 req.) 22 (STR 15 req.)