Bestiary & Conversions
SectionThe Rook & the Crook · p.31
Open source p.31Bestiary
Conversions
The following Guidelines can help convert statblocks to the system of your choice.
d20 Rolls
In games where NPCs roll s, 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.
Senses
Sense Description 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. Telepathy It 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 (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.
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.
Saving Throws
Old School Contemporary HD ERW E RW 1-3131516+6+4+3 4-6111314+8+6+5 7-991012+10+8+7 10-127810+12+10+9 13-15558+14+12+11 16-18336+16+14+13 19-21224+18+16+15 22+222+18+18+17
Reflex: Breath, Dexterity, Agility
Endure: Death, Poison, Constitution, Fortitude, Toughness
Will: Magic, Charm, Wisdom
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.): Black Hack, Cairn (use half), Into the Odd, Vagabond
Damage Reduction Die (DRD): Mörk Borg
Ascending Armor Class (AAC): Old School Essentials
Descending Armor Class (DAC): Basic/Expert, Old School Essentials
Shield : D&D 5e, Pathfinder, ShadowDark
Knave 2E (K2): Knave calculates AC as 11+AP (Armor Points), with a limit of 18 AC( AP), although certain monsters are shown with AC 20. Those marked with an asterisk (*) are shown so the math makes sense.
Armor
Mit.DR DieAAC K2
- All attacks hit -
0 0 1011 (0 AP) 1 1 1112 (1 AP) 1 (1 AP) (2 AP) 1 (2 AP) (3 AP) 2 (3 AP) (4 AP) 2 (4 AP) (5 AP) 3 (5 AP) (6 AP) 3 (6 AP) (7 AP) (7 AP) (8 AP) (8 AP) (9 AP) (10 AP) (11 AP) DAC Shield 9 10+DEX 8 12+DEX 7 11+DEX 6 13+DEX 612+DEX (max ) 514+DEX (max ) 513+DEX (max ) 415+DEX (max ) 414+DEX (max ) 316+DEX (max ) 318 (STR 15 req.) 220 (STR 15 req.) 217 (STR 15 req.) 119 (STR 17 req.) 219 (STR 15 req.) 121 (STR 15 req.) 120 (STR 15 req.) 020 (STR 15 req.) 021 (STR 15 req.) (STR 15 req.)