D20 Demon Conversions

I was bowsing a friends Monster Manuals for D20, and the demons are cool as hell...

Is there any official or non-offical conversion process for this..
 
I made a system to handle D&D to Conan conversions. I find that the Conan system works better then the standard D&D rules (more so for demons). I will post something about this in this thread later as I'm a little busy and is much work.
 
The problem with 3.x demons is that they're flesh-n-blood and have none of the necessary 'weirdness' that is common for Conan beasties, IMHO. However, I guess that stuff can just be roleplayed. YMMV.
 
DD's demons are too high fantasy. There description is impressive but nothing to do with Howard's (which look as weird as Lovecraft's creature).

But granted a marilith is something cool to throw at your players,
 
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
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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
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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)
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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.

The King said:
But granted a marilith is something cool to throw at your players,
The Marilith is my favorite D&D demon and Graz'zt is my favorite Demon Lord.
 
John Pare' said:
The King said:
But granted a marilith is something cool to throw at your players,

Oddly enough that was exactly what I had in mond, and the one from the MMIV that uses bows and arrows.

Malcadon said:
The Marilith is my favorite D&D demon and Graz'zt is my favorite Demon Lord.

This is probably because of the serpentine body and the female head which looks like some Stygian creature (i.e. the god in the bowl, but this one also has arms to fight).
I image some cross between an Acheronian and a creature of Set.

As to the demon lords, I like Lolth in her first version. As a spider/succubus who lure men in her female form.
 
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
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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
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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
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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
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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.
 
I would just suppress the manifest feat because in Conan it would have to be summoned with some sacrifice.
 
The King said:
I would just suppress the manifest feat because in Conan it would have to be summoned with some sacrifice.
In the Conan rules, manifest seems to be a given. The only Conan demon who did not have the manifest ability is Khosatral Khel as he was cast in iron. Once you summon them, they would just jump in and out as they please.

Looking back on the stats, the only thing I would change about her is to replace her Combat Expertise and/or Power Attack with some cool feat - like Menacing Aura.

If I did not say before, a Marilith counts as a Demon Lord. With sacrifices, they have a taste for strong warrior men.
 
I found these the other day for conversions from D20 to the Conan RPG
http://hyboria.xoth.net/adventures/mesopotamia_conversion_notes.htm
http://unclebear.com/downloads/conan_conversion.pdf
 
Valarian said:
I found these the other day for conversions from D20 to the Conan RPG
http://hyboria.xoth.net/adventures/mesopotamia_conversion_notes.htm
http://unclebear.com/downloads/conan_conversion.pdf
Thanks for reminding about the D20 to Conan conversion file. I use to use it as a base for my monster conversions, but I disagree to the Damage Resistance [(DR/5)+Natural Armor] system as it did not mesh up with monsters from the Conan rulebooks. Unfortunately, its also a little out date (still using 3.0 notes & stats) and incomplete (not reminding players that some skills, like spellcraft, are no longer used and that you can count claw attacks as a finesse attack for free). But its a good start.

Maybe I should start my own D&D to Conan D20 Conversion project (seeing how I have much practice at it).
 
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