A DCC conversion of the Bestiary in Glory Hole Dwarven Mine
riginally published July 21st 2023
I recomend for the undead monsters you add an aditional random trait to add to the DCC flavor. I have added my own but chose to not include them here.
Bestiary
Badger
Initiative: +2
Attacks: Bite +6 Melee (1d4+1)
HD: 2d8
AC: 13
Movement: 20’
Action: 1d20
Saves: Fort +3, Ref +3, Will -2
Crit: M / 1d12
Bigfoot
Initiative: +3
Attacks: Fist +7 Melee (3d4)
HD: 10d6
AC: 13
Movement: 40’
Actions: 1d24 + 1d20
Saves: Fort +10, Ref +6, Will +4
Crit: M / 1d16
Black Widow Spider
Initative: +1
Attacks: Bite +0 Melee (poison)
AC: 15 when attacked with a normal weapon, 10 if wide object.
HD: 1/2d3
Movement: 15’
Action: 1d20
Special: Poison DC 14 Fort Save, 1 strength damage on success, 1d4 on fail (permanent)
Saves: Fort -6, Ref +2, Will -6
Cave Bear
15 foot tall bear
Initiative: +2
Attacks: Bite +8 Melee (4d6), Claw +8 Melee (3d4)
HD: 8d10
AC: 15
Movement: 30’
Action: 1d20 + 1d20
Special:
- If two claw attacks hit the bear may hug and grapple the victim, dealing an additional 2d6. Lasts until 6 points of damage are inflicted by someone else.
Saves: Fort +12, Ref +4, Will -1.
Crit: M / 1d14
Cave Fiend
Small rock grey humanoid with long claws and wicked fangs. They are as intelligent as goblins and covet black and shiny things. Repulsed by bright lights. 3 feet tall
Initiative: +6
Attacks: Bite +2 Melee (1d4), Claw +2 Melee (1d3)
HD: 3d12
AC: 16
Movement: 40’
Action: 2d10 + 1d20 + 1d16
Special:
- +10 to stealth rolls.
- Immune to charming as well as fire and ice damage.
- Can see in the dark
Saves: Fort +2, Ref +4, Will +2.
Crit: M / 1d8
Cave Troll
9 foot tall big hairy monsters, they stay in caves as they don’t want to be turned into stone but love gold. Also love torture.
Initiative: +2
Attacks: Slam +7 Melee (4d4)
HD: 10d8
AC: 18
Movement: 30’
Action: 1d24 + 1d20
Saves: Fort +7, Ref +3, Will +0
Crit: M / 1d18
Demon Statuettes
Tiny Stone Statues ranging from 6 inches to 2 feet. They are animated by a demon living inside them. Can only move when their medallions are taken off.
Initiative: +5
Attacks: Smack +2 Melee (1d3)
HD: 2d6
AC: 15
Movement: 45’
Actions: 1d20 + 1d20
Special:
- Immune to all non magical weapons and mild altering effects
Saves: Fort +4, Ref +4, Will +4
Crit: M / 1d8
Grave Guardians
Skeletons that wanted to keep their riches.
Initiative: +3
Attack: Smack +4 Melee (1d3 + 1 Stamina Damage)
HD: 6d6+4
AC: 15
Movement: 30’
Actions: 1d20
Special:
- immune to paralysis, mind affecting spells, cold damage, and critical hits
- Half damage from pointy weapons, +50% with blunt weapons. Double damage holy weapons.
Saves: Fort +3, Ref +2, Will +5
Crit: U / 1d10
Grave Sentinel
Beefier grave guardians.
Initiative: +4
Attack: Grab +6 Melee (1d7 +1 Stamina Damage)
HD: 10d6+16
Movement: 45’
Action: 1d20
Special:
- immune to paralysis, mind affecting spells, cold damage, and critical hits
- Half damage from pointy weapons, +50% with blunt weapons. Double damage holy weapons.
Saves: Fort +7, Ref +1, Will +6
Cirt: U / 1d14
Gremlin
Love to be little shits
Initiative: +6
Attacks: Bite +1 Melee (1d3) or Stab +1 Melee (1d3)
AC: 18
HD: 1d6+1
Movement: 35’ or 35’ climb
Action: 1d20
Special:
- 80% chance to hide in shadows and move silently.
- Dagger deals an extra 2d3 damage from behind.
- Can cause a 20’ wide 35’ long cone of hot air.
- Can cause shadows
- Summon Insect Swarm.
- Immune to mind altering effects, ice and fire damage, and spells under 3rd level.
Saves: Fort +0, Ref +3, Will +3
Crit: III / 1d6
Ice Demon
9 foot tall icy slenderman
Initiative: +3
Attacks: Claw +5 (1d14+1)
AC: 19
HD: 6d8
Movement: 35’
Action: 1d20
Special:
- can speak and communicate telepathically, as infravision at unlimited range, and can cast darkness with a +12 bonus, can travel back to hell at will or any point on the same plane, and crits on a 18-20.
- Immune to non magical attacks of creatures less than 5HD and weapons of less than +2. Suffers half damage from fire, cold, electricity, and gas.
- Magical Abilities: Ice Spear 300’ (3d8 ice damage), Ice Darks 150’ up to 8 targets (1d4), Ice Storm 30’ sphear 4d5 ice damage, ray 4d4 covers in 3 cubic feet of ice (suffocate within 4 minutes)
Saves: Fort +3, Ref +4, Will +6
Crit: DN / 1d6
Imp
Initiative: +1
Attacks: Bite +2 Melee (1d3) or as weapon +2 Melee
AC: 13
HD: 3d5+3
Movement: 30’ or 60’ flying
Action: 1d20
Special
- can speak infernal and common, has infravision at unlimited range, and can cast darkness and scorching ray with a +4 bonus.
- suffer half damage from non magical weapons and are immune to fire.
- Immune to mind altering effects and spells of second level or below.
- Can shape change at will.
- Can see invisible
Saves: Fort +2, Ref +4, Will +1
Crit: DN / 1d3
Green Gargoyle
Flying green lizardmen, 7 to 12 feet tall
Initiative: +0
Attacks: Claw +5 Melee (4d3)
AC: 15
HD: 4d16
Movement: 25’ or 75’ flying
Action: 1d20 + 1d14
Saves: Fort +5, Ref +5, Will +3
Crit: M / 1d8
Devil Bat
Giant man human hybrids from hell!
Initiative: +4
Attacks: Bite +4 melee (1d4+1), Claw +4 (1d3)
AC: 15
HD: 6d6
Movement: 15’ or 60’ flying
Action: 2d10 + 1d20 + 1d14
Special:
- Hellfire ball every two minutes, 100’ DC 16 fort save or 2d4 damage and all magic items melt
- Immune to non magical or non silver weapons.
Saves: Fort +6, Ref +2, Will +3
Crit: M / 1d12
Granite Golem
Indistinguishable from statues.
Initiative: +0
Attacks: Slam +10 Melee (1d24)
AC: 20
HD: 7d16
Movement: 15’
Action: 1d24
Special:
- Automatically resists 2 points of damage, immune to crits.
- 1% chance to go berserk each round
Saves: Fort +12, Ref -2, Will +0
Crit: M / 1d12
Myreautog, The Demon of the Caverns
A demon cast out of the underworld
Initiative: +6
Attacks: Claw +14 Melee (1d16+2), Bite +14 Melee (6d5), Headbuttabout (1d24 + pushed back 10’)
AC: 21
HD: 20d8
Movement: 35’
Action: 1d24 + 1d20
Special:
- If two claw attacks hit it can bite or bite and headbutt with a d16 action die.
- can speak infernal and telepathically communicate, has infravision at unlimited range, can teleport to any plane as long as not bound, can astrally and ethereally project, and crits on 20-24 or a 16-20.
- Immune to weapons of less than +4, or attacks from creatures of 9 or less HD. Immune to fire explosions, cold, electricity, gas, and acid.
- Spells Known with +20 bonus, speak with dead, darkness, ray of cold (inverted scorching ray)
- Can forgo an action each round to make an ice storm of up to 100 x 100 x 100 feet. All inside suffer 1d16+2 damage.
- Can see magic aura, can custom 1d4-1 devil bats, imps, gremlins, and ice devils at well.
Saves: Fort +16, Ref +16, Will +17
Crit: DN / 1d24
Night Fiend
Like cave fiends but not as sensitive to light
Initiative: +6
Attacks: Bite +2 Melee (1d4), Claw +2 Melee (1d3)
HD: 4d12
AC: 15
Movement: 40’
Action: 2d10 + 1d20 + 1d16
Special:
- +10 to stealth rolls.
- Immune to charming as well as fire and ice damage.
- Can see in the dark, blind in daylight
Saves: Fort +2, Ref +4, Will +2.
Crit: M / 1d8
Pixie
Initiative: +7
Attacks: As weapon +0 Melee (halves damage die)
HD: 1d6+2
AC: 18
Action: 1d20
Special:
- Knows all 1st and 2nd level nature spells graves and groves +3 to cast.
Saves: Fort +1, Ref +2, Will +3
Crit: F/ 1d3 (this is a custom fairy crit table I will post later)
Red Man
Red Wearing vocal imitators.
Initiative: +2
Attack: As weapon +1
AC: 15
Action: 1d20
Saves: Fort +1, Ref +1, Will +3
Special: Can imitate any sounds and use any sonic spells.
Crit III / 1d8
Three Headed Ogre
Always arguing amongst themselves. 12 feet tall.
Initiative: -4
Attack: Slam +6 (2d6) or as weapon +6 Melee
HD: 8d10
AC: 12
Action: 1d24 + 1d24 + 1d16
Special: Crit range of 3.
Saves: Fort +12, Ref +2, Will +2
Crit: G / 1d4
Wolverine
Initiative: +4
Attacks: Bite +6 Melee (1d4+1), Claw +6 Melee (2d3)
HD: 4d8
AC: 16
Movement: 20’
Action: 1d20+1d20+1d14
Saves: Fort +5, Ref +5, Will -2
Crit: M / 1d14
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