D&D Monsters converted to GURPS . . .
Here's a question. I'm thinking of converting some D&D monsters into GURPS. Would anyone here be interested in this? And, is anyone here interested in contributing to the threat with their own conversions of D&D monsters?
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Actually, I have some old monster conversions from a GURPS 3 Forgotten Realms campaign I did ... maybe I'll dig those up and post them, and we can update them/ rip them to shreds. |
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Re: D&D Monsters converted to GURPS . . .
Here are a few of the monsters that I converted from AD&D 2e to GURPS 3 for a campaign I ran several years ago ... they will probably need a lot of work, but here they are:
Beholder ST: 25 Move/Dodge: 6/6 DX: 10 PD/DR: 2/6 IQ: 15 Damage: bite 1d+1 cut HT: 14 Reach: C Center Eye (-5 hit location): A Beholder’s central eye projects an anti-magic cone, that prevents any spells from happening within the eye’s field of vision (other than those cast by its own eye stalks). Magical items and powers do not function in this area. 15 points of cutting or impaling damage will cripple the central eye, rendering it useless and its power null. It has no DR. Eye Stalks (10, -7 hit location): These give the Beholder 360 degree vision. They also have various powers, which are unaffected by the anti-magic field of the central eye. All powers are at level 21, and cost takes from fatigue. 5 points cutting damage will sever an eye stalk; each stalk has DR 3. 1: Loyalty (4/4 per hour) 2: Suggestion (2/1 per 10 min) 3: Sleep (2) 4: Panic (2/0 per min) 5: Flesh to Stone (8) 6: Total Paralysis (3, 1 min) 7: Apportation (2 for 200 lbs +4/+100 lbs) 8: Manipulate (2/1 per min) 9: Deathtouch (no touch; 1 for 3d damage) 10: Strike Blind (2/0 per 10 sec) Other Powers: All Beholders have a natural levitation power that is constantly in effect, and cannot be dispelled. Beholders can have Magery and learn magic, though in order to cast a spell, they must close (or gouge out) their central eye. |
Re: D&D Monsters converted to GURPS . . .
Illithid (Mind Flayer)
ST: 9 Dodge: 6/6 DX: 10 PD/DR: 0/0 IQ: 16 Damage: tentacles 1d imp* HT: 14 Reach: C Brain Eating: If an Illithid gets in close combat with a creature not wearing a helmet (or other cranial protection), the Illithid will try to use his mouth-tentacles to eat the unfortunate person’s brain. This is most often done when the victim has been incapacitated, but may be used a desperation tactic if the Illithid has been tackled, etc. The tentacles reach inside the poor sucker’s eye or ear, doing 1d impaling damage per round until they rip the brain out (i.e. he’s dead). After the first two rounds, this damage is to the brain, and is therefor multiplied by three vice two. Mental Powers: Illithids are master mentalists, and have many psionic powers at their disposal, which are virtually identical to certain magical effect: all Illithids have Mesmerism 20, Psychokinesis 17, and Divination 15, with the following skills: Magic Sense-17, Emotion Sense-16, Telesend-17, Telerecieve-17, Mental Blow-17, Mental Stab-17, Mind Shield-17, Sleep-16, Telecontrol-17, Telekinesis-16, Levitation-16, PK Shield-17, Clairvoyance-16, Psychometry-16. Mental Stab is like Mental Blow, except that actual physical damage is done, and the victim is physically stunned, rolling vs. HT-3 to recover after 1d rounds. Illithids may Shout using Mental Blow or Mental Stab, directing them in a cone in front of them and affecting all within that cone. This costs the Illithid 1d fatigue. The Illithid’s damage from Mental Blow or Stab is 1d+2. The Mind Shield can be used against any spell that can be resisted (i.e. non-missile spells). The Illithid rolls a contest of Mind Shield against the success of the mage; winning means the spell was deflected. Illithids can (rarely) use their Telekinesis for attacks. This does 1d damage. The PK Shield can be used against any physical attack, and any physical magic (i.e. missile spells) except electricity. The shield give PD 2, DR 6 for the attack it is directed against. Other Powers: An extremely ambitious Illithid could, theoretically, learn other magic…but with their psionic powers, many consider it to be a waste of time. |
Re: D&D Monsters converted to GURPS . . .
Umber Hulk
ST: 35 Move/Dodge: 6/4 DX: 9 PD/DR: 4/6 IQ: 5 Damage: 4d-1 cr (2d-1 cut) HT: 14 Reach: 1-2 (C) Confusion: An Umber Hulk has the power to confuse its foes by the gaze of its multiple sets of eyes. Eye contact must be made, and the target must roll vs. Will-3 or be mentally stunned for 1d rounds. After that, he may roll Will each round to snap out of it. |
Re: D&D Monsters converted to GURPS . . .
Drider
ST: 12/26 Move/Dodge: 6/6 DX: 13 PD/DR: 4/4 IQ: 12 Damage: 1d imp/ weapon HT: 12 Reach: C, 1/weapon Driders have split ST; the first number is for the torso and arms (and thus weapon damage), the second is for the spider body (and therefor encumbrance and Hit Points). Likewise, the natural PD/DR applies only to the spider section; the top is by armor type, though they will seldom have armor. In combat, the drider will usually make sure that their drow section stays out of reach-- they either attack with their front legs or with long (2 hex reach) spears, often coated with a paralytic venom, that do 1d+2 imp damage at skill 15 (either in melee or thrown). Drider bows are high quality bows (that do 1d+3 imp at range of 180/240 yd, skill 15). They have fast-draw arrow at 15, so usually attack every round with their bows. Like their spears, drider arrows are usually treated with a paralytic poison. Driders often employ poisons that they make from the fungus in their habitat. The poison, deployed on the end of a spear, forces the victim to make a HT-6 roll of be paralyzed for 1d hours. All driders are mages of some power. Assume Magery 2 and at least a dozen useful spells at level 15 or better. Some are former priestesses of Lolth, with according abilities. |
Re: D&D Monsters converted to GURPS . . .
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Doesn’t Breathe [20] Doesn't Eat or Drink [10] Doesn't Sleep [20] Resistant (Immunity to Metabalic Hazards) [30] High Pain Threshhold [10] Injury Tolerance (Unliving) [20] Unaging [15] No Body Heat [-5] Unhealing (Partial) [-20] The full page with all the reasononing on how I got where I did can be found at http://members.aol.com/BruceG6069/Lich.html (Yes it is a long one) |
Re: D&D Monsters converted to GURPS . . .
The one thing that can be said about D&D is that it has a rich history of unique monsters to harass PCs with.
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Monster variety -- and detail -- is definitely something that D&D has going for it. I spotted Monster Manual 3 in Borders today, bringing the Official D&D Monster Book count to 4 (incl. Fiend Folio) ... and that's not counting third party supplements like Creature Collections, Tome of Horrors, etc etc. At one time, I would have wanted them ... but now all I really do is to leaf through them for ideas, which can much more easily (and inexpensively) be done at the book store. |
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I mean for every Skeleton Warrior where were three or so things like the sheet Phantom (lampooned in the Reboot episode "Wizards, Warriors and a Word from our sponcer" when Enzo the Elf comments about the killer laundry), Lava Children (My character got killed by something that looked like Alfred E. Newman of MAD magazine but I know the few I killed died happy because they were smiling), and the Al-mi'raj (also known as the stupid suicidal unicorn bunny). |
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Stone Golem ST 26 DX 9 IQ 7 HT 14 HP 26 Will 7 PER 7 FP 14 Speed 5.75 Move 5 Dodge 8 SM +1, 2,000 lbs Traits: Golem (Mineral), Damage Resistance (5) Skills: Brawling (11) Attacks: Punch [2D+2 crushing, Reach: C] and the meta-trait Golem (Mineral) [90] Doesn't Breathe [20], Doesn't Eat or Drink [10], Doesn't Sleep [20], High Pain Threshold (Can't be Stunned or Knocked Unconscious +100%) [20], Immunity to Metabolic Hazards [30], Immunity to Mind Affecting Spells [30], Injury Tolerance (Homogeneous, No Blood) [45], Unaging [15], Unfazeable [15], Pressure Support (3) [15], Vacuum Support [5], Cannot Learn [-30], Taboo Trait (Fixed Int) [0], Fragile (Brittle) [-15], Ham Fisted [-5], Mute [-25], No Sense of Smell/Taste [-5], Unhealing [-30], Hidebound [-5], Incurious (6) [-10], Reprogrammable [-10] Since High Pain Threshold didn't stop you from being Stunned or Knocked Unconcious I created the Enhancement to allow for that. |
Re: D&D Monsters converted to GURPS . . .
Borrowed the bits of this from the Nightmare that someone else posted to the board.
Nightmare ST 22 DX 13 IQ 11 HT 12 HP 22 Will 12 PER 11 FP 12 Speed 6.75 Move 6 Dodge 9 SM +1, 1,445 lbs Traits: Quadruped; Planar Being; Cannot Speak; Bad Temper; Bully; Sadism; Selfish ; Appearance (Horrific); Frightens Animals; Intolerance (Non-lower Planar); Odious Personal Habit (Flesh-eating); Damage Resistance +3 (Tough Skin); Combat Reflexes; Dark Vision; Flight; High Pain Threshold; Peripheral Vision; Unaging; Doesn't Breathe; Doesn't Eat or Drink; Doesn't Sleep; Insubstantial (Can Carry - Heavy, Costs FP 1); Astral Travel (Jumper) (Limited Jump – One Plane Removed , Extra Carrying - Heavy); Telesend (Racial, Reduced Range /10); Sulfurous Smoke (Obscure 8 (Vision -8, Area Effect 4 yds, Defensive, Link, Emergencies Only) + Affliction 2 (Coughing, Area Effect 4 yds, Respiratory Agent, Link, Emanation, Emergencies Only)); Sharp Teeth; Hooves; Fiery Hooves (Innate Attack – Fire, 1D-1 burn, Follow Up) Skills: Flight (13), Aerobatics (12), Free Fall (12), Brawling (14) Attacks: Bite [Damage: 2D-1 cutting, Reach: C] Hoof Strike [Damage: 2D+2 crushing + 1D-1 burn, Reach: C] The Planar Being Meta-Trait which I will probably alter some. Planar Being [16] Summoning Susceptibility (Can be summoned by knowledgable casters who know their true name, or with whom they've made a pact) [-10] Detect (Rare: Portals [5], Precise +100%, Automatic +100%, Can't Analyze -20%) [14] Acute Portal Detection +6 [12] |
Re: D&D Monsters converted to GURPS . . .
These are those annoying little things that are like a cross between a humming bird and a mosquito.
Stirge ST 3 DX 16 IQ 2 HT 10 HP 3 Will 2 PER 6 FP 10 Speed 6.5 Move 6 Dodge 9 SM -4, 1 lbs Traits: Wild Animal; Claws (Talons); Innate Attack (Proboscis, 1D-2 impaling, Melee Attack , Armor Divisor ½, Symptom: Drowsy 2/3 HT); Discriminatory Smell; Flight (Winged -25%); Clinging; Horizontal; No Fine Manipulators Skills: Flight (9) [1], Aerobatics (14) [1], Brawling (16) [1] Attacks: Claws [Damage: 1D-5 cut/impale, Reach: C] Proboscis [Damage: 1D-2 impaling + special] |
Re: D&D Monsters converted to GURPS . . .
Your run of the mill Ghost
Ghost ST 10 DX 10 IQ 10 HT 12 HP 16 Will 12 PER 10 FP 12 Speed 5.5 Move 5 Dodge 8 SM +0, Traits: Incorporeal Undead; Possession (No Memory Access, Spiritual); Dark Vision; Terror (-3 Fright Check, Only when Visible); Dependency (Unresolved issue, constantly) Skills: Brawling (10) Attacks: Terror [-3 to Fright Check or flee] The Template: Incorporeal Undead [401] Doesn't Breathe [20] Doesn't Eat or Drink [10] Doesn't Sleep [20] Immunity to Metabolic Hazards [30] Injury Tolerance (No Blood, No Brains, No Vitals, Unliving) [10] Unkillable (Turns into an energy pattern) [150] Immunity to Mind Affecting Spells [30] Insubstantiality (Affects Substantial +100%, Always On -50%) [120] Invisibility (Switchable +10%, Substantial Only -10%) [40] Unaging [15] Mute (Substantial Only -10%) [-22] Supernatural Features (No Body Heat, No Shadow, Pallor, Only When Visible -10%) [-22] |
Re: D&D Monsters converted to GURPS . . .
The perfect Dungeon cleaner...guaranteed to keep the place spotless.
Gelatinous Cube ST 15 DX 4 IQ 1 HT 18 HP 23 Will 1 PER 1 FP 18 Speed 2.5 Move 2 Dodge 5 SM +4, 50,000 lbs Traits: Ooze; Universal Digestion; Innate Attack (1D+3 Corrosion damage, Follow Up, Always On, Link, Not vs Metal or Stone); Affliction 3 (Paralysis, Follow Up, Always On, Link); Constriction Attack; Obscure 5 (Stealthy, Defensive, No Area , Always On); Acute Vibration Sense 7 Skills: Brawling (10) Attacks: Slam [Damage: 1D+1 + Acid + Paralysis, Reach: C] Engulf [Damage: Special + Acid + Paralysis, Reach: C] What's an Ooze? Well this is.... Ooze [32] Blind [-50] Mute -[25] Deaf [-20] No Legs (Slithers) [0] No Manipulators [-50] Hidebound [-5] Doesn't Breathe [20] Doesn't Sleep [20] Injury Tolerance (Homogenous, No Head, No Eyes, No Blood) [52] Unfazeable [15] Vibration Sense (Universal) [15] Immunity to Metabolic Hazards [30] Immunity to Mind Affecting Spells [30] |
Re: D&D Monsters converted to GURPS . . .
No fantasy game is complete without the really big spider to scare the arachnaphobes. I used some of the discussion on spiders here to build the web powers. I wrote out a nice long explanation in my bestiary entry to make it easier to understand.
Large Spider ST 5 DX 12 IQ 2 HT 8 HP 5 Will 2 PER 6 FP 8 Speed 5 Move 5 Dodge 8 SM -2 Traits: Wild Animal; Arachnid; Fangs (thrust-1 impaling); Innate Attack (1D-2 Toxic, Follow Up, Symptom ½ HT: Stunned , Symptom 2/3 HT: Paralysis); Walk on Air (No Forward Movement, 30 Ft Ceiling (maximum web length), Must have Supports); Binding 4 (Area of Effect: 2 yards, Persistent, Wall, Must have Supports,Takes Extra Time: 1 second); Binding 6 (Sticky) Skills: Brawling (12), Bind Attack (12), Stealth (11) Attacks: Fangs [Damage: 1D-5 impale + Poison, Reach: C] Arachnid [3] Extra Legs (8 Legs, Can't Kick, Long Legs 1) [23] Horizontal [-10] No Fine Manipulators [-30] Clinging [20] |
Re: D&D Monsters converted to GURPS . . .
I don't know why but I love these things..
Carrion Crawler ST 12 DX 11 IQ 2 HT 12 HP 16 Will 2 PER 8 FP 12 Speed 5.75 Move 5 Dodge 8 SM +2, 445 lbs Traits: Wild Animal; No Legs (Crawl); Double Jointed; 8 Tentacles instead of Arms (Weak ¼ ST, Flexible); 3 Extra Attacks; Paralytic Poison (Affliction – Paralysis 3, Follow Up); Clinging; Damage Resistance 2 (Tough Skin); Bad Smell; Sharp Teeth; Acute Taste & Smell +4 Skills: Brawling (12); Stealth (10) Attacks: Tentacle Strike [Damage: 1D-5 crushing + Paralytic Poison, Reach: C,1] Bite [Damage: 1D-2 cutting, Reach: C] |
Re: D&D Monsters converted to GURPS . . .
Though not a DnD monster these are basically zombies with a tie to a divine power.
Children of Actrus ST 14 DX 11 IQ 5 HT 13 HP 16 Will 5 PER 5 FP 13 Speed 6 Move 6 Dodge 9 SM +0, Traits: Corporeal Undead; Dread (Bright Light); Weakness (Sunlight, 1D per 5 minutes) Skills: Brawling (11) Attacks: Punch [Damage: 1D crushing, Reach: C] Corporeal Undead [115] Doesn't Breathe [20] Doesn't Eat or Drink [10] Doesn't Sleep [20] Immunity to Metabolic Hazards [30] Injury Tolerance (No Blood, Unliving) [10] Immunity to Mind Affecting Spells [30] Unaging [15] High Pain Threshold (Can't be Stunned or Knocked Unconscious +100%) [20] Unfazeable [15] Vacuum Support [5] Supernatural Features (No Body Heat, Pallor) [-15] Cannot Speak [-15] Low Empathy [-20] No Sense of Humor [-10] |
Re: D&D Monsters converted to GURPS . . .
That's all so far. To be honest they are probably far from perfect in construction but they are vaguely DnDish.
Sorry for the thread ressurection but I figured posting them here would be a bit better than creating a new thread for posting them. |
Re: D&D Monsters converted to GURPS . . .
You didn't put a point total on any of those. Leaving it as an exercise for the reader?
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Re: D&D Monsters converted to GURPS . . .
Don't appologise. Maybe someone else will post some stuff. Heck, maybe I'll finish my troll 'conversion'.
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Re: D&D Monsters converted to GURPS . . .
Mind Flayer (total 568 points)
ST 11 [10] HP 11 [0] DX 12 [40] Will 13 [-5] IQ 14 [80] Perception 13 [-5] HT 11 [10] FP 11 [0] Advantages Charisma 3 [15] Acute Hearing 7 [14] Acute Vision 7 [14] DR (Tough Skin -40%) 3 [9] Improved Initiative 2 [4] Affliction (Cone 20 yards +250%, Reduced range /5 -20%, telepathy -10%) 3 [96] Magic Resistance (Cosmic: Against magical attacks too +50%) 10 [30] Mind Control (telepathy -10%) [45] Mind Reading (telepahty -10%) [27] World Jumper (teleportation -10%) [90] Telekinesis (psychic telekinesis -10%, only vertical -60%) 20 [30] Affliction (Brain Extraction +300%, Follow Up +0%, requires 3 more tentacles than usual -30%) [37] Telesend (Universal +50%, telepathy -10%) [42] Disadvantages Sadism -15 Selfish -5 Lawful -1 Evil -1 Skills Fast Talk 16* [1] Intimidation 15* [1] Expert Skill () 13 [2] Expert Skill () 13 [2] Stealth 11 [1] * includes Charisma bonuses |
Re: D&D Monsters converted to GURPS . . .
*looks at Lunar's Mind Flayer* ...What, no Telepathy Talent?
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It doesn't really need it. What I want to know is where's the good old "Odiopus Personal Habit: Eats Sapient Beings"?
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Re: D&D Monsters converted to GURPS . . .
Why? No other monsters have that habit in any of the GURPS books that I have even though I assume that most of them practice it. Maybe a racial reputation as a sentient being eater would be appropriate depending on your campaign. However, its not as if when you meet a Mind Flayer they will always be dining. Of course that will probably change in a minute :)
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they Must first be sapient themselves. (which rules out a larg chunk of monsters). Not all mosters kill to eat, they kill be cuase they either hate, or your in their turf. they as they don't plan on eating you they don't qualify. another qualify contions it has to be more than the capiblity to do so, it must either be a prefrance, or a nessity. Mind Flayers it's the latter |
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What is the page number on that?
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Mintoes in G3 Fanticy (pg 122) has it. Odious Racial Habit “Eat Other Sentients.” |
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They're not powerful enough to be strikers and also cannot manipulate so they don't count as extra arms.
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Wasn't part of the 4e writeups.
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