ADnD Monsters to GURPS Conversion
- Peter Gourlay
Revised 2001 - Tim Tant
This document I found while searching the web for relevant creature data to use in conversions of
various game system monsters to the GURPS gaming system.
Peter Gourlay did a good job of compiling the
list.
I do not know Peter, nor have I had opportunity to speak with him, so I am
using the material he originally presented with a few modifications and
additions, and without permission - the credit for the original material goes to
him. For his efforts and work done, I hope he accepts my appreciation. I also
have hope that the use of his material does not represent an infringement, as it
is intended as a compliment for and to his original work. The material I present
below differs only where I personally believed to be appropriate.
I have taken the liberty of adding a few new creatures to Peter's original
list, and I have updated creature statistics using the Compendium-I rules printed
as of July 2001. I also added some artwork to represent some of the creatures visually and will
add more as time permits. Some ARE origianl drawings of what I interpret the
creatures described to look like and, again, I hope I am not going to be stepped on because of artistic
license taken. As per Peter, constructive comments, critiques, and suggestions
are both requested and welcome.
Oh, and I also own an original of the GURPS
Bestiary - I also used it as resource material where I had questions regarding the
stats presented. ;-)
Tim (tim_tant@bell_south.net ... less the underscores ...)
(I dislike web-bots that steal email addresses from web pages ...)
PS:
GURPS and related names/materials are Copyright © 2000-2001 by
Steve Jackson Games. All Rights Reserved.
ADnD and related names/materials are (probably) Copyright © 2000 by
Wizards of the Coast. All Rights
(probably) Reserved. ;-)
Since there seems to be a least a little interest in this, here are the
conversions of AD&D monsters that I have done so far. This is purely a
conversion of stats; habitat, appearance, etc. remains as for the AD&D
description (though I will eventually change some of this as well).
Comments and suggestions are more than welcome, as I am relatively new to
GURPS. I have been adjusting the monsters so that they fit more of what I
think they should be. I have been using the Bestiary (which I own), and
some hints in the Basic Set.
Peter (peter_gourlay@mindlink.bc.ca)
Basilisk, Lesser |
Basilisk, Greater |
Bugbear |
Carrion Crawler |
Chimera |
Cockatrice |
Displacer Beast |
Dog, Blink |
Dryad |
Eagle, Giant |
Ettin |
Giant, Cloud |
Giant, Fire |
Giant, Frost |
Giant, Hill |
Giant, Stone |
Giant, Storm |
Goblin |
Orc |
Skeleton |
Zombie |
|
|
|
Basilisk, Lesser
ST: 20
DX: 13
IQ: 2
HT: 15/20-25
Move/Dodge: 6/4
PD/DR: 2/4
Damage: 1d cut
Size: 1
- petrification; Victim gets HT check on eye contact (Vision Roll -6, unless Blind-Fighting)
- can be petrified by its own reflected gaze
|

Basilisk, Lesser
|
Basilisk, Greater
ST: 35
DX: 13
IQ: 3
HT: 16/35-40
Move/Dodge: 7/7
PD/DR: 2/4
Damage: 2d-1 cut
Size: 1
- petrification; Victim gets HT check on eye contact (Vision Roll -6, unless Blind-Fighting)
- poison bite/claws; HT check at +3
- poison breath; HT check at +2
- poison bite does 1d+1 damage in 1-3 minutes, breath does 1d-2 immediately, with another HT check
required every 5 seconds of continued combat after initial HT check - failure indicating another 1d-2
damage taken
- can be petrified by own gaze, but reflection must be within 10' (Bad Eyesight)
|

Basilisk, Greater
|
Bugbear
ST: 13
DX: 12
IQ: 9
HT: 12/15
Move/Dodge: 6/6; Parry: 7
PD/DR: 2/2
Damage: Axe (2d+1 cut, reach 1, 2; 1 turn to ready); Warhammer (2d+1 imp;
reach 1, 2; 1 turn to ready; may get stuck); Spear (1d+3 imp, reach 1, 2)
Size: 1
- Armor: leather armor (PD2/DR2)
- Infravision, Bloodlust, Bad Temper
- Great Axe/Warhammer/Spear 15, Knife 12, Camouflage 10, Stealth 13
|

Bugbear
|
Carrion Crawler
ST: 20
DX: 14
IQ: 2
HT: 13/17
Move/Dodge: 6/7
PD/DR: 2/3 on head, 1/1 other
Damage: 1d-3 cr + special
Size: 1
- paralysis on hit; HT check at +3 or paralyzed for 2-12 minutes
- Combat Reflexes, Eight (x8) attacks per turn, Reach: C, 1, Attacks can be for any target
in range as per 7 levels of Full Coordination Advantage (FC/7), p. Su40
|

Carrion Crawler
|
Chimera
ST: 25, thr 2d+2, sw 5d-1
DX: 14
IQ: 4
HT: 15/27
Move/Dodge: 4, Fl 9/7
PD/DR: special
Damage: 1d/1d+2/2d-2
Size: 2
- armor is 2/5 (flank), 1/2 (front), 1/1 (rear)
- Three (x3) independent attacks, as per 2 level of Full Coordination Advantage (FC/2),
p. Su40
- Goat head-14, damage: 5d-1 (cr)
- Lion head-14, damage: 2d+2 (cut)
- Dragon head-14, damage: 2d+2 (cut)
- Dragon head may instead: Breath Fire (Magic Breath-14), Damage 2d+2 (fire), as per
Mage Spell, p. M38
|

Chimera
|
Cockatrice
ST: 5-7
DX: 13
IQ: 2
HT: 13
Move/Dodge: 4, Fl 7/6
PD/DR: 0/0
Damage: 1d-4 cr + special
Size: <1
- petrification; HT check on hit to avoid; does not work through metal armor (will strike
for exposed flesh), but PD of other armor does not protect
|

Cockatrice
|
Displacer Beast
ST: 15
DX: 18
IQ: 2
HT: 14/25
Move/Dodge: 9/8
PD/DR: 1/1
Damage: 1d-1 cut
Size: 2
- First Attack against this creature always misses when First encountered
- -2 on any missle/meelee attack to hit creature, Creature is Hard to See and Hard to Hit,
similar to Mage Spell: Blur, p. M58, Power Level-2
- Combat Reflexes, Two (x2) attacks per turn, Reach: C, 1-2, Attacks can be for any target
in range as per 1 level of Full Coordination Advantage (FC/1),
p. Su40
|

Displacer Beast
|
Dog, Blink
ST: 10
DX: 13
IQ: 9
HT: 14
Move/Dodge: 9/6
PD/DR: 1/1
Damage: 1d-1 cut
Size: 1
- Blink (skill 15) at will, similar to Mage Spell, p. M71, Body Sense-16)
- These creatures usually hunt in packs of 1d6, and are rarely encountered singularly
|

Dog, Blink
|
Dryad
ST: 8
DX: 13
IQ: 12
HT: 12
Move/Dodge: 6/6
PD/DR: 0/0
Damage: 1d-4 imp, 1d-5 cut (knife)
Size: 1
- Magic Resistance (5 levels)
- Enslave (20) 3/day
- Teleport (at will) from a tree to home oak tree
- Plant Speech (at will)
|

Dryad
|
Eagle, Giant
ST: 25
DX: 13
IQ: 10
HT: 13/18
Move/Dodge: 3, Fl 16/5 or 8
PD/DR: 1/1
Damage: 1d+2 cr
Size: 1
- +3 to attack roll and 2d+2 damage if diving from 50'+
- alertness +3
|

Eagle, Giant
|
Ettin
ST: 25, thr 2d+2, sw 5d-1
DX: 12
IQ: 7
HT: 15/23
Move/Dodge: 6/6
PD/DR: 1/3
Size: 2
- Two independent attacks:
- Weapon(s) (right) club-14, Weapon Damage: 2d+2 cr (right club)
- and (left) club-12, Weapon Damage: 2d-2 cr (left club)
- infravision, alertness +2
|

Ettin
|
Giant, Cloud
ST: 65, thr 7d+1, sw 9d+2
DX: 13
IQ: 11
HT: 16/50
Move/Dodge: 7/7
PD/DR: 3/5
Reach: 4
Size: 4
Weight:
- Weapon Skill: Maul/Mace-15, Weapon Damage: Maul/Mace 10d (=sw+4) cr, one turn to ready,
Reach: 1-3
- Levitate-20 (as per Mage Spell, p. M70, used at will, no fatigue cost)
|

Giant, Cloud
|
Giant, Fire
ST: 50, thr 5d+2, sw 8d-1
DX: 12
IQ: 8
HT: 16/40
Move/Dodge: 7/6
PD/DR: 2/3
Reach: 3
Size: 4
Weight:
- Weapon Skill: Two-handed Sword-14, Reach: 1-3, Weapon Damage: Thrusting Two-handed Sword
8d+2 (=sw+3) cut/cr, 6d-1 (=thr+3), ready each turn
- Chainmail armor (3/4; as scale armor)
- Resist Fire-2, as per Mage Spell, p. M37 (no damage from magical fire; immune to normal
fire)
|

Giant, Fire
|
Giant, Frost
ST: 40, thr 4d+1, sw 7d-1
DX: 12
IQ: 8
HT: 16/35
Move/Dodge: 7/6
PD/DR: 2/3
Reach: 3
Size: 4
Weight:
- armor (3/4; as scale armor)
- Weapon Skill: Two-handed Battle Axe-14, Reach: 1-3;
Weapon Damage: 7d+2 (=sw+3) cut (one turn to ready)
- Resist Cold, as per Mage Spell, p. M37
|

Giant, Frost
|
Giant, Hill
ST: 25, thr 2d+2, sw 5d-1
DX: 11
IQ: 6
HT: 15/20
Move/Dodge: 6/5
PD/DR: 1/2
Reach: 1
Size: 3
Weight:
- armor (1/1; light leather)
- Weapon Skill: Club-13, Reach: 1-3;
Weapon Damage: 5d+1 (=sw+2) cr (one turn to ready)
|

Giant, Hill
|
Giant, Stone
ST: 30, thr 3d, sw 5d+2
DX: 12
IQ: 10
HT: 16/30
Move/Dodge: 7/7
PD/DR: 3/5
Reach: 3
Size: 3
Weight: 9,000 lbs.
- Weapon Skill: Club-14, Reach: 1-3
Weapon Damage: 6d-1 (=sw+2) cr (1 turn to ready)
|

Giant, Stone
|
Giant, Storm
ST: 80, thr 9d, sw 11d
DX: 13
IQ: 14
HT: 17/60
Move/Dodge: 7/7
PD/DR: 2/3
Reach: 4
Size: 4
Weight: 15,000 lbs.
- Weapon Skill: Two-handed Sword-16, Great Bow-16;
Weapon Damage:
- Thrusting Two-handed Sword: 11d+3 (=sw+3) cut/cr, 9d+3 (=thr+3) imp
- Great Bow-16 2d (Max Damage 3d+4) imp, SS 14, Acc 3, 1/2 Dam 750, Max 1500
- Armor: Light Platemail PD/DR 4/6)
- immune to lightning/electricity
- Lightning-20 (4/day, 3d)
- breathe water
- move/fight underwater normally
- Levitation-16 (2/day; 20 minutes)
- Windstorm-15 (2/day; 5 minutes)
- Storm-14 (3/day; 2 hours)
|

Giant, Storm
|
Goblin
ST: 9
DX: 12
IQ: 9
HT: 8
Move/Dodge: 5/5; Parry/Block: 6/6
PD: 2 or 4/2
- Weapon Shortsword-12, Short Bow-10;
Weapon Damage: Shortsword cut 1d-1, imp 1d-2; Short Bow imp 1d-1
- Armor: leather armor (PD 2/DR 2), small shield (PD 2 only), or chainmail (PD 4/2, DR 2/1)
- Infravision, Intolerance (-10), Weak Will -2
- Bow-10, Broadsword-12, Knife-11, Shield-12
|

Goblin
|
Orc
ST: 12
DX: 10
IQ: 7
HT: 12
Move/Dodge: 5.5/5; Parry/Block: 6/6
PD/DR: 2 (light leather) or 4/2 (chainmail)
Size: 1
- Weapon Skill: Broadsword 12; Short Bow-11;
Weapon Damage: Broadsword cut 1d+3, cr 1d; Short Bow imp 1d-1
- Armor: leather armor (PD2/DR2), small shield (PD2)
- Infravision, Bully, Intolerance (-10), Sadism
- Running-11, Bow-10, Broadsword-13, Knife-11, Shield-12
|

Orc
|
Zombie
ST: 13
DX: 11
IQ: 8
HT: 15
Move/Dodge: 5 (5.25)/5, Parry: 7
PD/DR: 0/0
Size: 1
- Weapon skill: Broadsword-14, Spear-14;
Weapon Damage: Broadsword 1d+1 cr, 2d cut; Spear 1d+1 cr, 1d+1 imp
- never stunned, feels no pain
- continues to fight if crippled
- spell is broken at HT 0, and zombie is destroyed
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Zombie
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Page Last updated: August 08, 2001 23:15 ET
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Tim Tant © 2001 |