[CONAN] Converting Dnd Monsters to Conan

Kincaid

Mongoose
Guys, im interested in converting Dnd (or and d20 system) monsters to the Conan game. Does anyone have a link or some good rules for converting AC to DR?

Does anyone change more than the AC, such as hit points to convert the monster?
 
Uncle Bear/Berin Kinsman wrote a quickie pdf you might be able to find still floating around on the net called CONVERTING D20 CREATURES TO CONAN.

The old link is busted, but if you use some google-fu, you might get lucky.
 
This subject is an old one, and tends to crop-up from time to time (namely here, here, and here). Here is some of my input:
Malcadon said:
I use the D&D natural AC bonus as the base Conan DR, and I use Dodge Defense as the default defense mode. I apply Energy Resistance (e.g. Fire Resistance 10) to what the base Conan DR can absorb (ignoring the D&D score), and allow the D&D DR bypass to bypass the base Conan DR. So a Balor would have natural DR of 19 that can resist acid & cold, but is ignored by blessed cold iron weapons (there are no alignment-based effects in Conan, but blessed & demonic attacks could be a good substitute - silver weapons are a typical weakness with Conan demons). Because outsiders have good Reflex, the Balor dodges like a Barbarian (-1 size, +7 Dex, +15 natural = 31), but it dont have any natural parry bonus from it's HD - taking levels in a class would stack with it's natural defense. Demons in Conan usually have the Manifest ability, unless they are bound to the earth (like being trapped in a physical form by sorcery). Enchanted and otherworldly creatures (anything thing with spell-like abilities) would have a natural sorcery ability (BMAB, base PP, and so on) equal to their HD, so a Balor could cast spells as a 20th level Scholar. Such monsters generally know whole styles of sorcery then just individual spells - which is good, because making high-level sorcerers is a real pain in the ass! Spell-like Abilities are most likely to be noted down as Special Abilities, because of the different spell lists with both systems. And dont forget to add the Ref bonus to the Initiative roll, to not count Fitness as a feat - hell, just run through the skills and feats for compatibility!

I once converted a D&D Succubus into the Conan rules and posted it on this forum. You might have to run a search for that tread.
Specifically:
Malcadon said:
This is how I convert D&D monsters to the Conan game set. I first follow the standard "who to make a monster" rules from the Monster Manual book. I then follow what is listed in the Conan Bestiary (namely how initiative and works). I found DR and energy resistance a bit tricky, but I found a way around that. I ignore the D&D DR (e.g. 5/silver). I use it's natural AC and turn it into its Conan DR. The attack types that bypass it's old DR also bypass it's new DR. If this was Magic (e.g 5/magic), then they likely to be immune to all physical form of damage (like the Black Fiend). It's new DR can absorb the types of attacks it had resistance too (e.g. if it has resist fire 10, then now it's new DR can resist fire attacks). Naturally, spell and spell-like abilities are the hardest to convert as both games don't use the same spells. You are likely to have spell-like abilities handled like special abilities. Otherwise, demons are likely to know the summoning style, plus one or more other styles. When in doubt, use the stats of demon form Conan books for refinance.

Last time I talked about this, I converted a Succubus, but I forgot to list her stats.

Succubus
Medium Outsider (demon)
Climate/Terrain Any land or underground
Organizations Solitary
Init +9; Senses Listen +12, Spot +19
Languages Demonic, Old Stygian, Acheronian
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Dodge 19 (23 vs. attacks of opportunity)
Parry 12 (8 vs. silver weapons)
Immune electricity and poison
hp 33 (6 HD); DR 9
Resist acid, cold & fire Vulnerability sliver
Fort +7, Ref +9, Will +7
____________________________________
Speed 30 ft. (6 squares), fly 50 ft. (average)
Melee 2 Claws +10 finesse (1d6+2)
Power Points 8 (24)
Base Atk +6; Grp +8; Magic Atk +11
Sorcery Knowledge of summoning & hypnotism, plus 1d3 other styles
Special Att Energy drain
____________________________________
Abilities Str 14, Dex 18, Con 14, Int 17, Wis 15, Cha 27
SQ Detect Thoughts, Change Shape, Manifest
Feats Dodge, Mobility, Persuasive
Skills Bluff +19, Concentration +10, Diplomacy +12 (+14 when acting), Disguise +17* (+19* when acting), Escape Artist +10, Hide +10, Intimidate +19, Knowledge (any one) +12, Listen +12, Move Silently +10, Search +12, Spot +19, Survival +2 (+4 following track), Use Rope +1 (+3 with binding)
Possessions probably jewelry, otherwise a nudist
Advancement 7-12 HD (medium) or by character class (probably Temptress)
____________________________________

A succubus is about 6 feet tall in its natural form and weighs about 125 pounds.

Combat
Succubi are not warriors. They flee combat whenever they can. If forced to fight, they can attack with their claws, but they prefer to turn foes against one another. Succubi use their change shape ability to assume humanoid guise, and can maintain this deception indefinitely. Their preferred tactic when dealing with heroes is to feign friendship and create an opportunity to be alone with one of them, whereupon the succubus applies her life-draining kiss. Succubi are not above taking on the role of a damsel in distress.

Detect Thoughts: They can dead the surface thoughts of anyone within 100 feet. This ability allows the Succubus to communicate with mortals without knowing their language and to batter take the form a victim would find sexually desirable.

Change Shape: An succubus can assume the form of any Medium humanoid.

Energy Drain: A succubus drains energy from a mortal she lures into a sexual act, or by simply planting a kiss on the victim. This acts just like the Energy Drain from page 228, but the kiss or embrace has the effect of a hypnotic suggestion spell, asking the victim to accept another kiss from the succubus. They can also generate Power Points through sex as if they had the Improved Secret Arts ability. If the target is not willing to be kissed, the succubus must start a grapple, which provokes an attack of opportunity. The victim must succeed on a DC 21 Will save to negate the effect of the hypnotic suggestion. The DC is 21 for the Fortitude save to remove the Wisdom or Power Point drain. These save DCs are Charisma-based.

Manifest: As a standard action, a succubus can either leave Earth and return to her home place or appear on Earth. In either case, she manifests at the new location at the end of her turn.

Skills: Succubi have a +8 racial bonus on Listen and Spot checks.

*While using her change shape ability, a succubus gains a +10 circumstance bonus on Disguise checks.
And:
Malcadon said:
Well I converted a Type V Demon. This one has more of an old school flavorer to it. I have made some changes to the standard 3rd ed Marilith. Her upper-body is treated as medium side woman, thus giving her a reach of 5 feet and human-size weapons. I replaced her Weapon Focus feat with the barbarian's Versatility ability to reflect how they allows shown with a variety of exotic weapons. I gave her broadswords to keep thing simple, but you can use whatever weapons you want. They use to be called Type V Demons as the players had to guess their "true" names. Such names are: Aishapra, Kevokulli, Marilith, and Rehnaremme.

I hope you all enjoy this! :D

Marilith
Large Outsider (demon)
Climate/Terrain Any land or underground
Organizations Solitary
Init +14; Senses Listen +31, Spot +31
Languages Demonic, Old Stygian, Acheronian
____________________________________
Dodge 25
Parry 18
Immune electricity and poison
Resist acid, cold & fire Vulnerability sliver
hp 216 (16 HD); DR 16
Fort +19, Ref +14, Will +14
____________________________________
Speed 40 ft. (8 squares)
Melee Primary broadsword +24/+19/+14/+9 melee (1d10+9/19-20, AP12) and 5 broadswords +24 melee (1d10+4/19-20, AP12) and tail slap +22 melee (4d6+4)
Melee 6 slams +24 melee (1d8+9) and tail slap +22 melee (4d6+4)
Space 10 ft.; Reach 5 ft.; Power Points 12 (48 )
Base Atk +16; Grp +29; Magic Atk +15
Sorcery Knowledge of summoning, plus 1d4+1 other styles
Special Attacks Constrict 4d6+13, improved grab, spells, versatility
____________________________________
Abilities Str 29, Dex 19, Con 29, Int 18, Wis 18, Cha 24
SQ Manifest, true seeing
Feats Combat Expertise, Combat Reflexes, Multiattack, Multiweapon Fighting, Power Attack, Steely Gaze
Skills Bluff +26, Concentration +28, Diplomacy +30, Disguise +7 (+9 acting), Hide +19, Intimidate +28, Listen +31, Move Silently +23, Preform (dance) +26, Search +23, Sense Motive +23, Knowledge (arcana) +23, Spot +31, Survival +4 (+6 following tracks)
Possessions Six weapons, jewelry
Advancement 15-20 HD (Huge); 21-42 HD (Gargantuan), or by character class
____________________________________

It is said that this type of demon goes by many names, but they are known as the Marilith by most mortals. Mariliths usually hold a variety of weapons in each of their six hands and wears many bangles and jewels. They are usually bare-chested, but some are known to ware breast-plates. Mariliths typically stands about 9 feet tall and measures about 20 feet from head to tip of tail. They weighs about 4,000 pounds.

Combat
Though mariliths thrive on grand strategy and army-level tactics, they love physical combat and never pass up an opportunity to fight. Each of a Marilith’s six arms can wield a weapon, and the creature gets an additional three weapon attacks with its primary arm. Mariliths seldom rush headlong into battle, however, preferring to hang back and size up the situation first. They always seek to gain the best possible advantage from the local terrain, obstacles, and any vulnerability or weakness in their opponents.

Constrict: A Marilith deals 4d6+13 points of damage with a successful grapple check. The constricted creature must succeed on a DC 27 Fortitude save or lose consciousness for as long as it remains in the coils and for 2d4 rounds thereafter. The save DC is Strength-based.

Detect Thoughts: They can read the surface thoughts of anyone within 100 feet. This ability allows the Marilith to communicate with mortals without knowing their language.

Improved Grab: To use this ability, a Marilith must hit with her tail slap attack. She can then attempt to start a grapple as a free action without provoking an attack of opportunity. If she succeeds on the grapple check, she can constrict.

Manifest: As a standard action, a Marilith can either leave Earth and return to her home place or appear on Earth. In either case, it manifests at the new location at the end of her turn.

True Seeing: Mariliths have the ability to see all things as they actually are. She can see thought illusions and invisibility. She can see the true form of altered and changed creatures. This ability not penetrate soled objects, negate concealment, to see thought mundane disguises.

Versatility: Mariliths are treated as being proficient with everything, like a 7th level barbarian. Unlike a barbarian, they can still take combat feats bared from 7th level barbarian (unless she gains 7 levels of Barbarian).

Skills: Mariliths have a +8 racial bonus on Listen and Spot checks.

Feats: In combination with her natural abilities, a Marilith’s Multiweapon Fighting feat allows her to attack with all her arms at no penalty.
Yeah, lengthy, but I hope this is somehow helpful to you guys.
 
Malcadon,

You seem to be quite the authority on this. I tried the link to UncleBear's Conversion PDF, but was unable to find it anymore. Can you attach this or point me to where i can find it again?

I also checked your link to xoth.net. I'll have to create an account there.
 
Kincaid said:
You seem to be quite the authority on this. I tried the link to UncleBear's Conversion PDF, but was unable to find it anymore. Can you attach this or point me to where i can find it again?
Thanks! I had given it a lot of thought back when I still played (I had gone over to other, simpler systems since the Conon RPG).

I know of the file you speak of... But I no longer have the link, and I cant find it in my archives (they are just a clutter of just about everything!). I remember being disappointed in that file, as it only converted things in an overly simplistic way, and would make the stats needlessly chunky (e.g. it would have the monsters use a Conan DR and their old D&D DR), as well as not covering some of the finer points of the system (more so, with the advent of the Ath and 2nd editions).

Kincaid said:
I also checked your link to xoth.net. I'll have to create an account there.
Yeah, that site is not getting much love. :(

Just a heads-up, we are back-logged with thousands of requests to join, but most of them are obnoxious spammers. Screening them is a real pain in the ass! If you want an account quickly, make an account over there, and contact me by PMing me here, and I will OK you as soon as possible.
 
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