Conversion of Barrowmaze Monsters to Dungeon Crawl Classics My hearty thanks to Jeramy Deram and Paul Wolfe First, the core book stats for basic undead creatures, found in the “Monsters” section from pages 394-434. I leave out alignment, as it’s a moot issue since all the things in the Barrowmaze want to kill and eat you or your soul. On things like the Sapphire Skeleton, my opinion is that it may be smarter to leave them out, since with the funerary masks rules from BM2 and the DCC Unique Undead tables, an almost infinite combination of horrors await and there’s no need to have “specialized” undead in the table. On the other hand, having a reliable and easy-to-spot “problem solving”-type monster like these may provide some small comforts to the party.
Name
Init
Attack
AC
HD
Move
Act
Special
Fort
Ref
Will
Ghost (DCC 413)
+2
Various
10
2d12
Fly 40’
1d20
Various, Undead
+2
+4
+6
Ghoul (DCC 414)
+1
Bite +3 (1d4+paralyze DC 14 for 1d6 hours) Claw +1 (1d3)
12
2d6
30’
1d20
Undead, Paralyzation, Infravision 100’
+1
+0
+0
Mummy (DCC 422)
+0
Choke +5(1d4 escalating), Club +3 (1d6+2)
11
8d12+8
20’
1d20
DR -5, Mummy Rot, Vulnerable to fire, Undead
+4
+2
+10
Skeleton (DCC 426)
+0
Claw +0 (1d3) or Weapon +0
9
1d6
30’
1d20
Undead, ½ Damage from piercing/slashing
+0
+0
+0
Zombie (DCC 431)
-4
Bite +3 (1d4)
9
3d6
20’
1d20
Undead
+4
-4
+2
These are the randomly encountered monsters from Barrowmaze I (excluding the human types). You may find I toughened some up to unacceptable levels, in which case… don’t change anything. Name
Init
Attack
AC
HD
Move
Act
Special Collapses after 4 HP of damage taken, reformation causes DC 15 Will Fear effect for 1d4 rounds
Fort
Ref
Will
Coffer Corpses
-1
Grab +1, (1d6) Choke 1d6 per round
13
2d12
20'
1d20
0
0
3
Fire Beetles
1
Bite, (2d4)
16
1d10
40'
1d20
Illuminated abdomen glands light for 10’ radius
2
3
0
Funeral Pyre Zombies
-2
Pummel +1, (1d6)
13
2d6
40'
1d20
Explode on 1st Hit for 1d6 in 5'
0
0
3
Ghasts
2
Claw/Claw/Bite +2 (d4,d4,d8 with paralysis DC 16)
16
4d8
50'
3d20
Stench (DC 14 Fort -2 or vomit), Cold iron does double damage, paralysis affects elves
Ghouls
1
12
2d6
30’
3d20
Paralyzation, Infravision for 100’
1
0
0
Bite +3, (1d4+paralyze DC 14 for 1d6 hours) 2X Claw +1, (1d3) Giant Scorpions
3
2 X Claw +4, (1d6+2); Sting +3 (1d4 poisoned)
16
6d8
50',CL30'
3d20
DC 15 Fort save or death in 1d4 rounds
6
4
-2
Giant Toads
2
Bite +3, (1d6); Tongue +1 (Draw toward); Swallow (1d6/round)
13
2d10
30', S90'
1d20
Leap 180' and attack,
0
3
-1
Huecuvas
0
Claw +2, (1d6 - Save vs. Poison or die in 1d4 days)
17
2d12
20'
1d24
Turned as Level 4 undead
0
0
5
Mongrelmen (Subhumans)
-1
Club +3, (1d4+2)
13
1d8+2
30'
1d20
also mutations, mimicry, larger leaders
2
1
-2
Ravenous Zombies
2
Claw +1, (1d6)
12
3d6
40'
1d20
Focus on wounded
0
0
-3
Sapphire Skeletons
1
As weapon +0
14
2d8
20'
1d20
AC 18 jewel, HP 5 needed to destroy
3
-1
2
Skeletons
0
Claw, (1d3) or As weapon +0
9
1d6
30’
1d20
Undead, ½ Damage from piercing/slashing
0
0
0
Stirges
1
Proboscis +1, (1d3 drain per round, +3 on first attack)
13
1d6
10', F60'
1d20
Blood drain until killed
Will-O-Wisps
4
Shock +9, (2d8)
24
5d10
60'
1d30
Invisibility for 2d4 rounds, Spell immunity
6
6
3
Zombies
-4
Bite +3, (1d4)
9
3d6
20’
1d20
Always attack last, immune to charm and sleep
4
-4
2