A DCC conversion of the Bestiary in Glory Hole Dwarven Mine

Originally published July 21st 2023

I recomend for the undead monsters you add an aditional random trait to add to the DCC flavor. I have added my own but chose to not include them here.

Bestiary

Badger

Initiative: +2

Attacks: Bite +6 Melee (1d4+1)

HD: 2d8

AC: 13

Movement: 20’

Action: 1d20

Saves: Fort +3, Ref +3, Will -2

Crit: M / 1d12

Bigfoot

Initiative: +3

Attacks: Fist +7 Melee (3d4)

HD: 10d6

AC: 13

Movement: 40’

Actions: 1d24 + 1d20

Saves: Fort +10, Ref +6, Will +4

Crit: M / 1d16

Black Widow Spider

Initative: +1

Attacks: Bite +0 Melee (poison)

AC: 15 when attacked with a normal weapon, 10 if wide object.

HD: 1/2d3

Movement: 15’

Action: 1d20

Special: Poison DC 14 Fort Save, 1 strength damage on success, 1d4 on fail (permanent)

Saves: Fort -6, Ref +2, Will -6

Cave Bear

15 foot tall bear

Initiative: +2

Attacks: Bite +8 Melee (4d6), Claw +8 Melee (3d4)

HD: 8d10

AC: 15

Movement: 30’

Action: 1d20 + 1d20

Special:

If two claw attacks hit the bear may hug and grapple the victim, dealing an additional 2d6. Lasts until 6 points of damage are inflicted by someone else.

Saves: Fort +12, Ref +4, Will -1.

Crit: M / 1d14

Cave Fiend

Small rock grey humanoid with long claws and wicked fangs. They are as intelligent as goblins and covet black and shiny things. Repulsed by bright lights. 3 feet tall

Initiative: +6

Attacks: Bite +2 Melee (1d4), Claw +2 Melee (1d3)

HD: 3d12

AC: 16

Movement: 40’

Action: 2d10 + 1d20 + 1d16

Special:

+10 to stealth rolls.

Immune to charming as well as fire and ice damage.

Can see in the dark

Saves: Fort +2, Ref +4, Will +2.

Crit: M / 1d8

Cave Troll

9 foot tall big hairy monsters, they stay in caves as they don’t want to be turned into stone but love gold. Also love torture.

Initiative: +2

Attacks: Slam +7 Melee (4d4)

HD: 10d8

AC: 18

Movement: 30’

Action: 1d24 + 1d20

Saves: Fort +7, Ref +3, Will +0

Crit: M / 1d18

Demon Statuettes

Tiny Stone Statues ranging from 6 inches to 2 feet. They are animated by a demon living inside them. Can only move when their medallions are taken off.

Initiative: +5

Attacks: Smack +2 Melee (1d3)

HD: 2d6

AC: 15

Movement: 45’

Actions: 1d20 + 1d20

Special:

Immune to all non magical weapons and mild altering effects

Saves: Fort +4, Ref +4, Will +4

Crit: M / 1d8

Grave Guardians

Skeletons that wanted to keep their riches.

Initiative: +3

Attack: Smack +4 Melee (1d3 + 1 Stamina Damage)

HD: 6d6+4

AC: 15

Movement: 30’

Actions: 1d20

Special:

immune to paralysis, mind affecting spells, cold damage, and critical hits

Half damage from pointy weapons, +50% with blunt weapons. Double damage holy weapons.

Saves: Fort +3, Ref +2, Will +5

Crit: U / 1d10

Grave Sentinel

Beefier grave guardians.

Initiative: +4

Attack: Grab +6 Melee (1d7 +1 Stamina Damage)

HD: 10d6+16

Movement: 45’

Action: 1d20

Special:

immune to paralysis, mind affecting spells, cold damage, and critical hits

Half damage from pointy weapons, +50% with blunt weapons. Double damage holy weapons.

Saves: Fort +7, Ref +1, Will +6

Cirt: U / 1d14

Gremlin

Love to be little shits

Initiative: +6

Attacks: Bite +1 Melee (1d3) or Stab +1 Melee (1d3)

AC: 18

HD: 1d6+1

Movement: 35’ or 35’ climb

Action: 1d20

Special:

80% chance to hide in shadows and move silently.

Dagger deals an extra 2d3 damage from behind.

Can cause a 20’ wide 35’ long cone of hot air.

Can cause shadows

Summon Insect Swarm.

Immune to mind altering effects, ice and fire damage, and spells under 3rd level.

Saves: Fort +0, Ref +3, Will +3

Crit: III / 1d6

Ice Demon

9 foot tall icy slenderman

Initiative: +3

Attacks: Claw +5 (1d14+1)

AC: 19

HD: 6d8

Movement: 35’

Action: 1d20

Special:

can speak and communicate telepathically, as infravision at unlimited range, and can cast darkness with a +12 bonus, can travel back to hell at will or any point on the same plane, and crits on a 18-20.

Immune to non magical attacks of creatures less than 5HD and weapons of less than +2. Suffers half damage from fire, cold, electricity, and gas.

Magical Abilities: Ice Spear 300’ (3d8 ice damage), Ice Darks 150’ up to 8 targets (1d4), Ice Storm 30’ sphear 4d5 ice damage, ray 4d4 covers in 3 cubic feet of ice (suffocate within 4 minutes)

Saves: Fort +3, Ref +4, Will +6

Crit: DN / 1d6

Imp

Initiative: +1

Attacks: Bite +2 Melee (1d3) or as weapon +2 Melee

AC: 13

HD: 3d5+3

Movement: 30’ or 60’ flying

Action: 1d20

Special

can speak infernal and common, has infravision at unlimited range, and can cast darkness and scorching ray with a +4 bonus.

suffer half damage from non magical weapons and are immune to fire.

Immune to mind altering effects and spells of second level or below.

Can shape change at will.

Can see invisible

Saves: Fort +2, Ref +4, Will +1

Crit: DN / 1d3

Green Gargoyle

Flying green lizardmen, 7 to 12 feet tall

Initiative: +0

Attacks: Claw +5 Melee (4d3)

AC: 15

HD: 4d16

Movement: 25’ or 75’ flying

Action: 1d20 + 1d14

Saves: Fort +5, Ref +5, Will +3

Crit: M / 1d8

Devil Bat

Giant man human hybrids from hell!

Initiative: +4

Attacks: Bite +4 melee (1d4+1), Claw +4 (1d3)

AC: 15

HD: 6d6

Movement: 15’ or 60’ flying

Action: 2d10 + 1d20 + 1d14

Special:

Hellfire ball every two minutes, 100’ DC 16 fort save or 2d4 damage and all magic items melt

Immune to non magical or non silver weapons.

Saves: Fort +6, Ref +2, Will +3

Crit: M / 1d12

Granite Golem

Indistinguishable from statues.

Initiative: +0

Attacks: Slam +10 Melee (1d24)

AC: 20

HD: 7d16

Movement: 15’

Action: 1d24

Special:

Automatically resists 2 points of damage, immune to crits.

1% chance to go berserk each round

Saves: Fort +12, Ref -2, Will +0

Crit: M / 1d12

Myreautog, The Demon of the Caverns

A demon cast out of the underworld

Initiative: +6

Attacks: Claw +14 Melee (1d16+2), Bite +14 Melee (6d5), Headbuttabout (1d24 + pushed back 10’)

AC: 21

HD: 20d8

Movement: 35’

Action: 1d24 + 1d20

Special:

If two claw attacks hit it can bite or bite and headbutt with a d16 action die.

can speak infernal and telepathically communicate, has infravision at unlimited range, can teleport to any plane as long as not bound, can astrally and ethereally project, and crits on 20-24 or a 16-20.

Immune to weapons of less than +4, or attacks from creatures of 9 or less HD. Immune to fire explosions, cold, electricity, gas, and acid.

Spells Known with +20 bonus, speak with dead, darkness, ray of cold (inverted scorching ray)

Can forgo an action each round to make an ice storm of up to 100 x 100 x 100 feet. All inside suffer 1d16+2 damage.

Can see magic aura, can custom 1d4-1 devil bats, imps, gremlins, and ice devils at well.

Saves: Fort +16, Ref +16, Will +17

Crit: DN / 1d24

Night Fiend

Like cave fiends but not as sensitive to light

Initiative: +6

Attacks: Bite +2 Melee (1d4), Claw +2 Melee (1d3)

HD: 4d12

AC: 15

Movement: 40’

Action: 2d10 + 1d20 + 1d16

Special:

+10 to stealth rolls.

Immune to charming as well as fire and ice damage.

Can see in the dark, blind in daylight

Saves: Fort +2, Ref +4, Will +2.

Crit: M / 1d8

Pixie

Initiative: +7

Attacks: As weapon +0 Melee (halves damage die)

HD: 1d6+2

AC: 18

Action: 1d20

Special:

Knows all 1st and 2nd level nature spells graves and groves +3 to cast.

Saves: Fort +1, Ref +2, Will +3

Crit: F/ 1d3 (this is a custom fairy crit table I will post later)

Red Man

Red Wearing vocal imitators.

Initiative: +2

Attack: As weapon +1

AC: 15

Action: 1d20

Saves: Fort +1, Ref +1, Will +3

Special: Can imitate any sounds and use any sonic spells.

Crit III / 1d8

Three Headed Ogre

Always arguing amongst themselves. 12 feet tall.

Initiative: -4

Attack: Slam +6 (2d6) or as weapon +6 Melee

HD: 8d10

AC: 12

Action: 1d24 + 1d24 + 1d16

Special: Crit range of 3.

Saves: Fort +12, Ref +2, Will +2

Crit: G / 1d4

Wolverine

Initiative: +4

Attacks: Bite +6 Melee (1d4+1), Claw +6 Melee (2d3)

HD: 4d8

AC: 16

Movement: 20’

Action: 1d20+1d20+1d14

Saves: Fort +5, Ref +5, Will -2

Crit: M / 1d14