A 3rd Edition Bestiary, Common Critters to Plague Your Players


A 3rd Edition Bestiary, Common Critters to Plague Your Players My journey into converting classic D&D modules to GURPS began with a simple desire to run those legendary adventures that defined the hobby—but I quickly discovered that having detailed monster statistics was absolutely crucial for a smooth conversion process. While GURPS Fantasy provides excellent guidelines for creating creatures, I found myself constantly stopping mid-session to improvise stats for iconic monsters like owlbears, rust monsters, and gelatinous cubes that players expected to encounter. This constant interruption broke the flow of gameplay and pulled me out of the storytelling moment. What started as a personal reference collection soon grew into a comprehensive bestiary project, as I realized that having pre-converted, playtested monster stats would not only streamline my own module conversions but could serve as a valuable resource for any GM looking to bring D&D's rich creature catalog into the GURPS universe.

Below is my current Beastiary covering creatures that are not easily found in the 3rd edition beastiary or the fantasy beastiary. More will be added over time and as this occurs i will be sure to update this post with the most recent rendition.

BANDIT
ST: 11 DX: 12 IQ: 10 HT: 11
Speed: 5.75 Move: 5 Dodge: 5
PD: 2 DR: 2 (leather armor)
Damage: Thrust 1d-1, Swing 1d+1
Reach: 1
Size: 1 hex
Weight: 160 lbs
Point Total: 35 points
Advantages: Combat Reflexes [15]
Disadvantages: Greed [-15]; Code of Honor (Thieves') [-5]; Social Stigma (Criminal) [-5]
Skills: Broadsword-13 [4]; Crossbow-13 [4]; Stealth-12 [2]; Fast-Talk-11 [4]; Intimidation-11 [4]; Streetwise-11 [4]
Equipment: Broadsword (2d cut), Light Crossbow (1d+2 imp), Leather Armor (+2 PD, +2 DR)
Encounter: 2d6 + 1 leader (+2 to all stats)

BERSERKER
ST: 13 DX: 12 IQ: 10 HT: 13
Speed: 6.25 Move: 6 Dodge: 6
PD: 1 DR: 1 (hide armor)
Damage: Thrust 1d, Swing 2d-1
Reach: 1
Size: 1 hex
Weight: 180 lbs
Point Total: 50 points
Advantages: Berserk [15]; Combat Reflexes [15]; High Pain Threshold [10]
Disadvantages: Bloodlust [-10]; Bad Temper [-10]; Code of Honor (Warrior's) [-10]
Skills: Axe/Mace-14 [8]; Thrown Weapon (Axe)-12 [2]; Brawling-13 [4]; Intimidation-13 [8]
Equipment: Battleaxe (2d+2 cut), Throwing Axes x3 (1d+3 cut), Hide Armor (+1 PD, +1 DR)
Encounter: 1d3 champions or 1d6 tribal warriors

BUGBEAR
ST: 15 DX: 12 IQ: 9 HT: 13
Speed: 6.25 Move: 6 Dodge: 6
PD: 1 DR: 1 (hide armor)
Damage: Thrust 1d+1, Swing 2d+1
Reach: 1
Size: 1 hex
Weight: 250 lbs
Point Total: 70 points
Advantages: Acute Hearing +2 [4]; Night Vision [10]; Silence +3 [15]; Claws (Blunt) [3]
Disadvantages: Bad Temper [-10]; Bloodlust [-10]; Cowardice [-10]; Social Stigma (Savage) [-10]
Skills: Two-Handed Sword-12 [4]; Stealth-15 [8]; Camouflage-11 [2]; Intimidation-13 [8]
Equipment: Two-handed sword (3d+3 cut), hide armor (+1 PD, +1 DR)
Encounter: 1d6 + 1 alpha (+2 to all stats)

BUCCANEER/PIRATE
ST: 11 DX: 12 IQ: 11 HT: 11
Speed: 5.75 Move: 5 Dodge: 5
PD: 1 DR: 1 (leather armor)
Damage: Thrust 1d-1, Swing 1d+1
Reach: 1
Size: 1 hex
Weight: 150 lbs
Point Total: 75 points
Advantages: Seaworthy [1]; Weather Sense [5]
Disadvantages: Bad Temper [-10]; Greed [-15]; Reputation (Pirate) [-10]
Skills: Carousing-12 [2]; Climbing-12 [2]; Crossbow-13 [2]; Cutlass-13 [4]; Knife-13 [2]; Navigation-11 [2]; Seamanship-14 [4]; Swimming-12 [2]
Equipment: Cutlass (1d+2 cut, 2d-1 imp); Knife (1d-2 imp, 1d-3 cut); Light Crossbow; Leather Armor (PD 1, DR 1)
Encounter: Standard crew encounters

CENTAUR
ST: 18 DX: 13 IQ: 11 HT: 13
Speed: 6.5 Move: 12 Dodge: 6
PD: 0 DR: 0
Damage: Thrust 1d+2, Swing 2d+2
Reach: 1
Size: 2 hexes
Weight: 800 lbs
Point Total: 185 points
Advantages: Acute Vision +2 [4]; Enhanced Move (Running) +1 [10]; Extra Encumbrance [5]; Quadruped [0]
Disadvantages: Impulsiveness [-10]; Social Stigma (Savage) [-10]
Skills: Animal Handling-12 [4]; Bow-15 [8]; Running-13 [2]; Spear-14 [4]; Survival (Woodlands)-12 [4]; Tracking-12 [4]
Equipment: Composite Bow; Spear; 20 arrows
Special: Kick (2d cr); Trample (2d+2 cr, only vs prone foes)
Encounter: 1d3 scouts or small herd



DEMON, SUCCUBUS
ST: 12 DX: 15 IQ: 14 HT: 13
Speed: 7.0 Move: 7 Dodge: 7
PD: 0 DR: 0
Damage: Thrust 1d-1, Swing 1d+2
Reach: 1
Size: 1 hex
Weight: 120 lbs
Point Total: 315 points
Advantages: Attractive (Very Beautiful) [25]; Doesn't Breathe [20]; Doesn't Eat/Drink [10]; Flight (Winged) [30]; Immunity to Disease [10]; Immunity to Poison [15]; Magery 3 [35]; Night Vision [10]; Resist Fire +8 [15]; Temperature Tolerance 10 [10]
Disadvantages: Bloodlust [-10]; Lecherousness [-15]; Supernatural Features [-15]
Skills: Acting-16 [4]; Detect Lies-15 [4]; Fast-Talk-16 [4]; Psychology-15 [4]; Sex Appeal-18 [4]; Stealth-16 [4]
Spells: Charm (20); Sleep (20); Suggestion (18); Shape Shifting (18); Illusion and Creation spells at 15-18
Special: Claws (1d-1 cut); Energy Drain (drains 1d+1 Fatigue Points per kiss from willing victim, reduces maximum FP by same amount until recovered at 1 point per day); Can assume any humanoid female form
Encounter: Solitary seductress or 1d3 sisters

DEMON, TYPE I (VROCK)
ST: 20 DX: 15 IQ: 12 HT: 18
Speed: 8.25 Move: 8 Dodge: 8
PD: 4 DR: 4
Damage: Thrust 2d-1, Swing 3d+1
Reach: 1
Size: 2 hexes
Weight: 400 lbs
Point Total: 425 points
Advantages: Combat Reflexes [15]; Doesn't Breathe [20]; Doesn't Eat/Drink [10]; DR 4 [12]; Extra Arms (2) [20]; Flight (Winged) [30]; Immunity to Disease [10]; Immunity to Poison [15]; Magery 2 [25]; Night Vision [10]; Resist Fire +8 [15]; Temperature Tolerance 10 [10]
Disadvantages: Bad Temper [-10]; Bloodlust [-10]; Sadism [-15]
Skills: Brawling-17 [4]; Flying-15 [2]; Intimidation-14 [4]
Spells: Darkness (15); Fireball (16); Lightning (16)
Special: 2 Claws (1d+2 cut each); Bite (1d+1 imp); Kick (1d+2 cr); Screech (once/day, Hearing-15 or stunned 1d rounds, 20-yard radius)
Encounter: 1d3 scouts or 1d6 raiding party

DEMON, TYPE II (HEZROU)
ST: 22 DX: 13 IQ: 13 HT: 20
Speed: 8.25 Move: 8 Dodge: 8
PD: 6 DR: 6
Damage: Thrust 2d, Swing 3d+2
Reach: 1
Size: 2 hexes
Weight: 500 lbs
Point Total: 465 points
Advantages: Amphibious [10]; Combat Reflexes [15]; Doesn't Breathe [20]; Doesn't Eat/Drink [10]; DR 6 [18]; Extra Arms (2) [20]; Immunity to Disease [10]; Immunity to Poison [15]; Magery 2 [25]; Night Vision [10]; Resist Fire +8 [15]; Temperature Tolerance 10 [10]
Disadvantages: Bad Temper [-10]; Bloodlust [-10]; Odious Personal Habit (Terrible stench) [-15]; Sadism [-15]
Skills: Brawling-16 [4]; Intimidation-16 [8]; Swimming-13 [1]
Spells: Darkness (16); Fear (15); Fireball (16); Stench (18)
Special: 2 Claws (2d cut each); Bite (1d+2 imp); Stench aura (HT-3 or -2 to all rolls for 10 minutes, 2-yard radius)
Encounter: 1d2 guards or swamp dwellers

DEMON, TYPE III (GLABREZU)
ST: 24 DX: 14 IQ: 15 HT: 18
Speed: 8.0 Move: 8 Dodge: 8
PD: 8 DR: 8
Damage: Thrust 2d+1, Swing 4d
Reach: 2
Size: 3 hexes
Weight: 800 lbs
Point Total: 565 points
Advantages: Combat Reflexes [15]; Doesn't Breathe [20]; Doesn't Eat/Drink [10]; DR 8 [24]; Extra Arms (2 large pincers) [20]; Immunity to Disease [10]; Immunity to Poison [15]; Magery 3 [35]; Night Vision [10]; Resist Fire +8 [15]; Temperature Tolerance 10 [10]
Disadvantages: Overconfidence [-10]; Sadism [-15]; Truthfulness [-5]
Skills: Brawling-16 [4]; Fast-Talk-17 [8]; Intimidation-17 [8]; Psychology-16 [8]
Spells: Confusion (17); Darkness (18); Dispel Magic (17); Fireball (18); Lightning (18); Power (20); Reverse Missiles (18)
Special: 2 Pincers (3d+2 cr, can grab); 2 Claws (1d+2 cut); Grab requires ST 24 to break free
Encounter: Solitary tempter or guardian

DEMON, TYPE IV (NALFESHNEE)
ST: 26 DX: 12 IQ: 16 HT: 20
Speed: 8.0 Move: 6/12 (ground/flying) Dodge: 8
PD: 10 DR: 10
Damage: Thrust 2d+2, Swing 4d+1
Reach: 1
Size: 3 hexes
Weight: 1000 lbs
Point Total: 685 points
Advantages: Combat Reflexes [15]; Doesn't Breathe [20]; Doesn't Eat/Drink [10]; DR 10 [30]; Flight (Winged) [30]; Immunity to Disease [10]; Immunity to Poison [15]; Magery 4 [45]; Night Vision [10]; Resist Fire +8 [15]; Temperature Tolerance 10 [10]
Disadvantages: Gluttony [-5]; Overconfidence [-10]; Sadism [-15]
Skills: Brawling-14 [4]; Fast-Talk-18 [8]; Intimidation-18 [8]; Occultism-18 [8]; Psychology-18 [12]
Spells: All Fire spells at 18+; Confusion (18); Darkness (18); Dispel Magic (20); Fear (20); Lightning (20); Teleport (18)
Special: 2 Claws (2d+2 cut); Bite (2d imp); Aura of fear (-2 Fright Check to enemies within 10 yards)
Encounter: Solitary judge or tribunal leader

DEMON, TYPE V (MARILITH)
ST: 20 DX: 18 IQ: 17 HT: 18
Speed: 9.0 Move: 14 Dodge: 9
PD: 6 DR: 6
Damage: Thrust 2d-1, Swing 3d+1
Reach: 1-2
Size: 4 hexes
Weight: 600 lbs
Point Total: 745 points
Advantages: Ambidexterity [10]; Combat Reflexes [15]; Doesn't Breathe [20]; Doesn't Eat/Drink [10]; DR 6 [18]; Enhanced Move (Ground) +1 [10]; Extra Arms (4) [40]; Immunity to Disease [10]; Immunity to Poison [15]; Magery 3 [35]; Night Vision [10]; Resist Fire +8 [15]; Temperature Tolerance 10 [10]
Disadvantages: Bloodlust [-10]; No Legs (Serpentine) [-15]; Sadism [-15]
Skills: All weapon skills at 20+; Leadership-18 [4]; Strategy-17 [4]; Tactics-19 [8]
Spells: Blur (18); Fireball (20); Haste (20); Lightning (20); Teleport (18)
Equipment: Usually carries 6 magical weapons
Special: Tail Constriction (2d cr); Can wield up to 6 weapons simultaneously
Encounter: Solitary general or war leader

DEMON, TYPE VI (BALOR)
ST: 28 DX: 16 IQ: 18 HT: 22
Speed: 9.5 Move: 9/15 (ground/flying) Dodge: 9
PD: 12 DR: 12
Damage: Thrust 3d-1, Swing 5d+1
Reach: 1-3
Size: 4 hexes
Weight: 1200 lbs
Point Total: 985 points
Advantages: Combat Reflexes [15]; Doesn't Breathe [20]; Doesn't Eat/Drink [10]; DR 12 [36]; Enhanced Move (Flying) +1 [10]; Flight (Winged) [30]; Immunity to Disease [10]; Immunity to Poison [15]; Magery 5 [60]; Night Vision [10]; Resist Fire +8 [15]; Temperature Tolerance 10 [10]
Disadvantages: Bad Temper [-10]; Overconfidence [-10]; Sadism [-15]
Skills: All Combat skills at 18+; Intimidation-22 [12]; Leadership-20 [8]; Strategy-20 [12]; Tactics-20 [8]
Spells: Master of Fire magic (all at 22+); Death spells (20); Dispel Magic (22); Gate (20); Lightning (22); Teleport (20)
Equipment: +3 Flaming Whip; +3 Flaming Sword
Special: Flaming Whip (3d+2 cut + 2d burn, Reach 3); 2 Claws (2d+2 cut); Flame Aura (1d burn to anyone touching); Death gaze (HT-5 or die); Immolation on death (6d×10 burn, 100-yard radius)
Encounter: Unique demon lord or apocalyptic herald

DRYAD
ST: 10 DX: 14 IQ: 13 HT: 12
Speed: 6.5 Move: 6 Dodge: 6
PD: 0 DR: 0
Damage: Thrust 1d-2, Swing 1d
Reach: 1
Size: 1 hex
Weight: 100 lbs
Point Total: 145 points
Advantages: Attractive (Beautiful) [15]; Doesn't Age [15]; Extended Lifespan ×10 [20]; Magery 2 [25]; Plant Empathy [5]; Speak With Plants [25]; Tree Bond [0]
Disadvantages: Dependency (Bonded Tree, Daily) [-25]; Pacifism (Cannot Harm Innocents) [-10]; Truthfulness [-5]
Skills: Animal Handling-14 [4]; Fast-Talk-15 [8]; Herbalism-15 [8]; Naturalist-15 [8]; Sex Appeal-16 [4]; Stealth-16 [8]
Spells: Charm (16); Entangle (15); Hide (16); Plant spells at 14-16; Sleep (15)
Special: Bound to specific tree within 1 mile; Tree telepathy; Charm Person (Will-3 or charmed for 1 hour)
Encounter: Solitary guardian or 1d3 sisters

ETTIN
ST: 20 DX: 10 IQ: 8 HT: 15
Speed: 6.25 Move: 6 Dodge: 6
PD: 1 DR: 1
Damage: Thrust 2d-1, Swing 3d+1
Reach: 2
Size: 2 hexes
Weight: 800 lbs
Point Total: 185 points
Advantages: Extra Head [15]; High Pain Threshold [10]; Peripheral Vision [15]; Rapid Healing [5]
Disadvantages: Bad Temper [-10]; Bloodlust [-10]; Ham-Fisted [-10]; Low IQ [-40]; Social Stigma (Savage) [-10]
Skills: Axe-12 [8]; Brawling-12 [8]; Club-12 [4]; Intimidation-10 [4]; Throwing-11 [4]
Equipment: 2 Large axes or clubs; Hide armor
Special: Two-headed (hard to surprise, +3 to Per rolls, can make mental resistance rolls twice and take better result); Each head can attack independently
Encounter: Solitary cave dweller or mated pair

GARGOYLE
ST: 16 DX: 14 IQ: 10 HT: 15
Speed: 7.25 Move: 7 Dodge: 7
PD: 4 DR: 4
Damage: Thrust 1d+1, Swing 2d+2
Reach: 1
Size: 1 hex
Weight: 400 lbs (stone)
Point Total: 215 points
Advantages: Damage Resistance 4 [12]; Doesn't Breathe [20]; Doesn't Eat/Drink [10]; Flight (Winged) [30]; Immunity to Disease [10]; Immunity to Poison [15]; Injury Tolerance (No Blood) [5]; Night Vision [10]; Unaging [15]
Disadvantages: Hidebound [-5]; Social Stigma (Monster) [-15]; Sonic Vulnerability (×2 damage) [-10]
Skills: Brawling-16 [8]; Flying-14 [2]; Stealth-16 [8]
Equipment: None
Special: 2 Claws (1d+1 cut); Bite (1d+1 imp); Stone camouflage (+5 to Stealth when motionless); Sonic attacks do double damage
Encounter: 1d3 building guardians or architectural pack

GHAST
ST: 13 DX: 13 IQ: 9 HT: -
Speed: 6.5 Move: 6 Dodge: 6
PD: 1 DR: 1
Damage: Thrust 1d, Swing 1d+2
Reach: 1
Size: 1 hex
Weight: 120 lbs
Point Total: 185 points
Advantages: Doesn't Breathe [20]; Doesn't Eat/Drink [10]; High Pain Threshold [10]; Immunity to Disease [10]; Immunity to Poison [15]; Injury Tolerance (No Blood, No Brain, No Vitals) [25]; Night Vision [10]; Unaging [15]
Disadvantages: Appearance (Hideous) [-20]; Cannot Learn [-30]; Hidebound [-5]; Mute [-25]; No Fatigue [-15]; Social Stigma (Dead) [-20]; Supernatural Features [-15]; Undead [-50]
Skills: Brawling-13 [1]; Stealth-14 [4]
Equipment: None
Special: 2 Claws (1d cut + paralysis); Bite (1d-1 imp); Stench (HT-2 or -3 to all rolls for 10 minutes, 2-yard radius); Paralysis (HT-2 or paralyzed 2d minutes, elves immune)
Encounter: 1d3 pack leaders or solitary stalker

GHOST
ST: - DX: 12 IQ: 12 HT: -
Speed: 6.0 Move: 6 Dodge: 6
PD: - DR: -
Damage: Special
Reach: 1
Size: 1 hex
Weight: 0 lbs
Point Total: 265 points
Advantages: Doesn't Breathe [20]; Doesn't Eat/Drink [10]; Immunity to Disease [10]; Immunity to Poison [15]; Insubstantial (Always On) [80]; Invisibility (Switchable) [40]; Night Vision [10]; Terror [30]; Unaging [15]
Disadvantages: Cannot Learn [-30]; Dependency (Unfinished Business, Constantly) [-25]; Hidebound [-5]; Supernatural Features [-15]; Undead [-50]
Skills: Intimidation-14 [4]; Stealth-14 [4]
Equipment: None
Special: Aging Touch (ages victim 2d years on touch, HT roll negates); Manifestation (can become solid for 1 minute, 3 times per day); Terror (Fright Check -4 when first seen); Possession (contested Will roll to possess, ghost controls body but retains own mind, possessed victim gets new Will roll every hour or when taking damage, exorcism or turning undead can force ghost out, ghost is vulnerable while possessing)
Encounter: Solitary haunting spirit

GHOUL
ST: 13 DX: 13 IQ: 10 HT: -
Speed: 6.5 Move: 6 Dodge: 6
PD: 1 DR: 1
Damage: Thrust 1d, Swing 1d+2
Reach: 1
Size: 1 hex
Weight: 120 lbs
Point Total: 165 points
Advantages: Doesn't Breathe [20]; Doesn't Eat/Drink [10]; High Pain Threshold [10]; Immunity to Disease [10]; Immunity to Poison [15]; Injury Tolerance (No Blood, No Brain, No Vitals) [25]; Night Vision [10]; Unaging [15]
Disadvantages: Appearance (Ugly) [-10]; Bloodlust [-10]; Cannot Learn [-30]; Hidebound [-5]; Mute [-25]; No Fatigue [-15]; Social Stigma (Dead) [-20]; Supernatural Features [-15]; Undead [-50]
Skills: Brawling-13 [1]; Stealth-14 [4]
Equipment: None
Special: 2 Claws (1d cut + paralysis); Bite (1d-1 imp); Paralysis (HT-3 or paralyzed 1d+1 minutes, elves immune); Disease (bite carries ghoul fever)
Encounter: 1d6 pack

GNOLL
ST: 13 DX: 11 IQ: 8 HT: 12
Speed: 5.75 Move: 6 Dodge: 6
PD: 2 DR: 1 (hide + natural)
Damage: Thrust 1d, Swing 2d-1
Reach: 1
Size: 1 hex
Weight: 200 lbs
Point Total: 35 points
Advantages: Acute Hearing +2 [4]; Acute Smell/Taste +4 [8]; Teeth (Sharp) [1]; Claws (Sharp) [5]
Disadvantages: Bad Temper [-10]; Bloodlust [-10]; Primitive [-5]; Social Stigma (Savage) [-10]
Skills: Flail-11 [2]; Bow-10 [1]; Brawling-12 [2]; Tracking-12 [8]; Survival-10 [4]
Equipment: Military Flail (2d+1 cr), Composite Bow (1d+1 imp), Studded Leather (+2 PD, +2 DR)
Encounter: 2d4 + 1 pack leader (+2 to all stats)

GOBLIN
ST: 8 DX: 12 IQ: 10 HT: 10
Speed: 5.5 Move: 5 Dodge: 5
PD: 1 DR: 1 (leather armor)
Damage: Thrust 1d-3, Swing 1d-1
Reach: 1
Size: 1 hex
Weight: 90 lbs
Point Total: 15 points
Advantages: Night Vision [10]; Silence +2 [10]
Disadvantages: Cowardice [-10]; Greed [-15]; Social Stigma (Savage) [-10]
Skills: Shortsword-12 [2]; Bow-13 [4]; Stealth-14 [4]; Traps-11 [4]; Scrounging-11 [2]
Equipment: Short Sword (1d cut), Short Bow (1d imp), Leather Armor (+1 PD, +1 DR)
Encounter: 3d6 + 1d3 sergeants (+1 to all stats)

HOBGOBLIN
ST: 13 DX: 12 IQ: 11 HT: 12
Speed: 6 Move: 6 Dodge: 6
PD: 3 DR: 4 (chain mail)
Damage: Thrust 1d, Swing 2d-1
Reach: 1
Size: 1 hex
Weight: 200 lbs
Point Total: 60 points
Advantages: Combat Reflexes [15]; High Pain Threshold [10]; Military Rank 1 [5]
Disadvantages: Bloodlust [-10]; Intolerance (other goblinoids) [-5]; Social Stigma (Savage) [-10]
Skills: Broadsword-14 [8]; Crossbow-13 [4]; Tactics-12 [8]; Leadership-12 [4]; Strategy-10 [4]
Equipment: Broadsword (2d cut), Heavy Crossbow (1d+4 imp), Chain Mail (+3 PD, +4 DR), Large Shield (+3 PD)
Encounter: 3d6 + 1 captain (+3 to all stats)

KOBOLD
ST: 7 DX: 13 IQ: 11 HT: 9
Speed: 5.5 Move: 5 Dodge: 5
PD: 0 DR: 0
Damage: Thrust 1d-4, Swing 1d-2
Reach: 1
Size: 1 hex
Weight: 60 lbs
Point Total: 10 points
Advantages: Night Vision [10]; Small [0]*
Disadvantages: Cowardice [-10]; Paranoia [-10]; Social Stigma (Savage) [-10]
Skills: Spear-13 [2]; Sling-14 [4]; Stealth-15 [8]; Traps-13 [8]; Engineering-10 [2]
Equipment: Spear (1d+1 imp), Sling (1d-1 pi), various crude traps
Special: *Small: -1 to hit in combat, but +1 to Stealth and hiding
Encounter: 4d6 + 1 chieftain (+3 to all stats)

LIZARDFOLK
ST: 13 DX: 11 IQ: 10 HT: 13
Speed: 6 Move: 6 Dodge: 6
PD: 2 DR: 2 (scales)
Damage: Thrust 1d, Swing 2d-1
Reach: 1
Size: 1 hex
Weight: 200 lbs
Point Total: 55 points
Advantages: Amphibious [10]; Claws (Sharp) [5]; Teeth (Sharp) [1]; Temperature Tolerance +2 [2]; Thick Skin (+1 DR) [3]
Disadvantages: Cold-Blooded [-5]; Primitive [-5]
Skills: Spear-12 [4]; Net-11 [2]; Swimming-15 [8]; Survival (Swamp)-12 [4]; Tracking-11 [4]
Equipment: Bone/stone spear (1d+2 imp), net, bone club (1d+3 cr)
Encounter: 2d4 + 1 shaman (+3 IQ, knows 1d3 spells)

MIMIC
ST: 16 DX: 12 IQ: 11 HT: 14
Speed: 6.5 Move: 6 Dodge: 6
PD: 3 DR: 3
Damage: Thrust 1d+1, Swing 2d+2
Reach: 1
Size: 1-2 hexes (variable)
Weight: 400 lbs
Point Total: 245 points
Advantages: Acute Hearing +3 [6]; Compartmentalized Mind [50]; DR 3 [9]; Extended Lifespan ×10 [20]; Immunity to Disease [10]; Immunity to Poison [15]; Morph (Objects only) [100]; Night Vision [10]
Disadvantages: Bloodlust [-10]; Gluttony [-5]; Monstrous Appearance (when revealed) [-25]
Skills: Acting-13 [4]; Camouflage-15 [8]; Stealth-14 [4]
Equipment: Mimics treasure it has "eaten"
Special: Adhesive (anyone touching takes 2d cr per turn, ST 20 to break free); Perfect mimicry of objects; Surprise attack (+4 to hit unsuspecting victims); Digestive acids (1d corrosion per minute to stuck victims)
Encounter: Solitary

NEANDERTHAL
ST: 14 DX: 10 IQ: 8 HT: 13
Speed: 5.75 Move: 5 Dodge: 5
PD: 0 DR: 0
Damage: Thrust 1d+1, Swing 2d+1
Reach: 1
Size: 1 hex
Weight: 200 lbs
Point Total: 25 points
Advantages: High Pain Threshold [10]; Thick Skin (+1 DR vs blunt) [3]
Disadvantages: Low IQ [-20]; Primitive [-5]; Social Stigma (Primitive) [-10]
Skills: Spear-11 [4]; Thrown Weapon (Spear)-10 [2]; Survival-10 [4]; Tracking-9 [4]; Fire-Making-9 [2]
Equipment: Stone-tipped spear (1d+2 imp), stone club (1d+4 cr), throwing stones
Encounter: 2d6 + 1 chieftain (+2 ST, +1 other stats)

OGRE
ST: 18 DX: 9 IQ: 7 HT: 14
Speed: 5.75 Move: 5 Dodge: 5
PD: 1 DR: 2 (tough hide)
Damage: Thrust 2d-1, Swing 3d+1
Reach: 2
Size: 2 hexes
Weight: 800 lbs
Point Total: 75 points
Advantages: High Pain Threshold [10]; Thick Skin (+2 DR vs cutting/impaling) [5]
Disadvantages: Bad Temper [-10]; Bloodlust [-10]; Gluttony [-5]; Low IQ [-20]; Primitive [-5]
Skills: Two-Handed Axe-10 [4]; Thrown Weapon (Boulder)-8 [2]; Brawling-10 [4]; Intimidation-12 [8]
Equipment: Great Axe (4d+2 cut), thrown boulders (2d+2 cr)
Encounter: 1d3, usually solitary

ORC
ST: 12 DX: 11 IQ: 9 HT: 12
Speed: 5.75 Move: 5 Dodge: 5
PD: 2 DR: 2 (leather armor)
Damage: Thrust 1d-1, Swing 1d+2
Reach: 1
Size: 1 hex
Weight: 180 lbs
Point Total: 25 points
Advantages: High Pain Threshold [10]; Rapid Healing [5]
Disadvantages: Bad Temper [-10]; Bloodlust [-10]; Social Stigma (Savage) [-10]
Skills: Axe/Mace-12 [2]; Bow-11 [2]; Brawling-12 [2]; Intimidation-11 [4]; Tactics-8 [2]
Equipment: Battleaxe (2d+2 cut), Scale Armor (+2 PD, +3 DR), Large Shield (+3 PD)
Encounter: 2d6 warriors + 1 leader (+2 to all stats)

OWLBEAR
ST: 20 DX: 12 IQ: 4 HT: 16
Speed: 7 Move: 7 Dodge: 7
PD: 1 DR: 2 (thick fur/hide)
Damage: Thrust 2d, Swing 3d+2
Reach: 1
Size: 2 hexes
Weight: 1500 lbs
Point Total: 125 points
Advantages: Acute Hearing +4 [8]; Acute Vision +4 [8]; Claws (Sharp) [5]; Teeth (Sharp) [1]; High Pain Threshold [10]; Enhanced Move (Ground) +1 [10]
Disadvantages: Berserk [-15]; Bestial [-15]; Bloodlust [-10]; No Fine Manipulators [-30]
Skills: Brawling-14 [8]; Stealth-11 [2]; Survival-8 [8]; Tracking-10 [8]
Equipment: Natural weapons only
Encounter: Solitary or mated pair

PIXIE
ST: 3 DX: 16 IQ: 12 HT: 10
Speed: 6.5 Move: 3/12 (ground/air) Dodge: 9
PD: 0 DR: 0
Damage: Thrust 1d-6, Swing 1d-5
Reach: C
Size: 1 hex
Weight: 10 lbs
Point Total: 85 points
Advantages: Flight [40]; Invisibility (Magical, -10%) [36]; Magery 2 [25]; Small [0]*
Disadvantages: Curious [-5]; Mischievous [-5]; Weakness (Iron, 1d/minute) [-20]
Skills: Spell Throwing-16 [2]; Stealth-18 [4]; Acrobatics-16 [2]
Spells: Blur-14, Dazzle-14, Sleep-12, Steal Energy-12
Equipment: Tiny bow (1d-4 imp), sleep-poison arrows
Special: *Small: -4 to hit, but +4 to Stealth and hiding
Encounter: 1d6 band

REMORHAZ
ST: 28 DX: 12 IQ: 4 HT: 18
Speed: 7.5 Move: 12 Dodge: 7
PD: 8 DR: 8
Damage: Thrust 3d-1, Swing 5d+1
Reach: 3
Size: 6 hexes
Weight: 3000 lbs
Point Total: 385 points
Advantages: Burrowing (Move 6) [30]; DR 8 [24]; Enhanced Move (Ground) +1 [10]; Extra Hit Points +10 [50]; Immunity to Cold [15]; Immunity to Fire [15]; Strikers (Heat Spines) [15]; Tunneling [30]
Disadvantages: Bad Temper [-10]; Bloodlust [-10]; Cold-Blooded [-5]; Low IQ [-120]; Monstrous Appearance [-25]
Skills: Brawling-14 [4]; Stealth-12 [4]
Equipment: None
Special: Bite (4d+2 imp + 2d burn); Heat aura (1d burn to anything touching, 2d burn if swallowed); Swallow whole (victims size 0 or smaller on critical hit); Tremorsense (can detect movement within 60 yards through ground)
Encounter: Solitary

RUST MONSTER
ST: 12 DX: 13 IQ: 2 HT: 12
Speed: 6.25 Move: 12 Dodge: 6
PD: 2 DR: 2
Damage: Thrust 1d-1, Swing 1d+2
Reach: 1
Size: 1 hex
Weight: 200 lbs
Point Total: 125 points
Advantages: Acute Taste/Smell +4 [8]; DR 2 [6]; Enhanced Move (Ground) +1 [10]; Strikers (Antennae, 2) [10]
Disadvantages: Low IQ [-180]; Monstrous Appearance [-25]; Pacifism (Cannot Harm Living Beings) [-15]
Skills: Stealth-14 [4]; Tracking-10 [2]
Equipment: None
Special: Rust Touch (antennae touch instantly rusts ferrous metals to powder, no saving throw); Metal detection (can smell iron/steel within 100 yards); Feeds on metal oxides; Immune to rust and corrosion; Non-aggressive unless threatened or very hungry
Encounter: 1d2

SHRIEKER
ST: 8 DX: 8 IQ: 1 HT: 10
Speed: 4.5 Move: 0 Dodge: 4
PD: 1 DR: 1
Damage: None
Reach: 0
Size: 1 hex
Weight: 50 lbs
Point Total: 45 points
Advantages: Acute Hearing +5 [10]; Doesn't Breathe [20]; Doesn't Sleep [20]; Immunity to Disease [10]; Immunity to Poison [15]; Plant [0]; Vibration Sense [10]
Disadvantages: Cannot Move [-50]; Low IQ [-200]; Mute (except shriek) [-20]; No Manipulators [-50]; Sessile [-50]
Skills: None
Equipment: None
Special: Shriek (triggered by movement within 30 feet, 120 dB sound audible for 1 mile, continues for 1d+2 rounds, causes -3 to hearing rolls within 10 yards); Alert beacon (attracts wandering monsters); Immune to sonic attacks
Encounter: 1d4 colony

SKELETON (COMMONER)
ST: 10 DX: 11 IQ: 0 HT: -
Speed: 5.5 Move: 5 Dodge: 5
PD: 2 DR: 2 (vs cutting/impaling only)
Damage: Thrust 1d-2, Swing 1d
Reach: 1
Size: 1 hex
Weight: 40 lbs
Point Total: 35 points
Advantages: Doesn't Breathe [20]; Doesn't Eat/Drink [10]; High Pain Threshold [10]; Immunity to Disease [10]; Immunity to Poison [15]; Injury Tolerance (No Blood, No Brain, No Vitals) [25]; Unaging [15]
Disadvantages: Brittle (Double damage from crushing attacks) [-15]; Cannot Learn [-30]; Mindless [-25]; Mute [-25]; No Fatigue [-15]; Supernatural Features [-15]; Undead [-50]
Skills: Brawling-11 [1]; Weapon skill varies by type
Equipment: Rusted weapons/armor as appropriate to origin
Encounter: 2d6 or 3d6 legion

TROGLODYTE
ST: 12 DX: 10 IQ: 9 HT: 12
Speed: 5.5 Move: 5 Dodge: 5
PD: 1 DR: 1 (scaly hide)
Damage: Thrust 1d-1, Swing 1d+2
Reach: 1
Size: 1 hex
Weight: 150 lbs
Point Total: 40 points
Advantages: Chameleon +4 [20]; Claws (Blunt) [3]; Stench (causes -2 to hit in close combat) [10]
Disadvantages: Bad Temper [-10]; Light Sensitivity [-10]; Primitive [-5]; Social Stigma (Savage) [-10]
Skills: Spear-11 [4]; Javelin-10 [2]; Stealth-12 [4]; Camouflage-13 [4]
Equipment: Stone spear (1d+1 imp), javelins (1d imp), stone club (1d+3 cr)
Encounter: 2d6 + 1 chieftain (+2 to all stats)

TROLL
ST: 20 DX: 11 IQ: 8 HT: 15
Speed: 6.5 Move: 6 Dodge: 6
PD: 1 DR: 2 (tough hide)
Damage: Thrust 2d, Swing 3d+2
Reach: 2
Size: 2 hexes
Weight: 1000 lbs
Point Total: 150 points
Advantages: Claws (Sharp) [5]; Teeth (Sharp) [1]; Regeneration (1 HP/second, doesn't work vs. fire/acid) [25]; High Pain Threshold [10]; Doesn't Breathe [20]
Disadvantages: Bad Temper [-10]; Bloodlust [-10]; Cowardice (vs. fire) [-5]; Low IQ [-20]; Primitive [-5]
Skills: Brawling-13 [8]; Climbing-12 [4]; Intimidation-14 [12]; Thrown Weapon (Rock)-10 [2]
Equipment: Natural weapons only, thrown rocks (2d+3 cr)
Encounter: 1d2, usually solitary

VAMPIRE
ST: 14 DX: 15 IQ: 13 HT: -
Speed: 7.0 Move: 7 Dodge: 7
PD: 0 DR: 0
Damage: Thrust 1d, Swing 2d
Reach: 1
Size: 1 hex
Weight: 150 lbs
Point Total: 485 points
Advantages: Alternate Form (Bat, Wolf, Mist) [45]; Attractive [5]; Charisma +2 [10]; Clinging [20]; Combat Reflexes [15]; Doesn't Breathe [20]; Doesn't Eat/Drink [10]; DR 2 (vs non-silver) [6]; Enhanced Move (Ground) +1 [10]; High Pain Threshold [10]; Immunity to Disease [10]; Immunity to Poison [15]; Injury Tolerance (No Blood, No Vitals) [15]; Magery 2 [25]; Night Vision [10]; Regeneration (1 HP/second) [100]; Unaging [15]; Vampiric Bite [30]
Disadvantages: Dependency (Blood, Daily) [-25]; Dread (Garlic) [-10]; Dread (Holy Symbols) [-15]; Dread (Running Water) [-10]; Supernatural Features [-15]; Undead [-50]; Vulnerability (Silver ×2) [-10]; Vulnerability (Sunlight, Fatal) [-20]; Weakness (No reflection) [-10]
Skills: Acting-15 [4]; Brawling-17 [8]; Fast-Talk-16 [8]; Intimidation-15 [4]; Leadership-15 [4]; Sex Appeal-16 [4]; Stealth-17 [8]
Equipment: Fine clothing, often a sword or other weapon
Special: Blood Drain (2 points HT per round from grappled victim); Charm Gaze (Will-3 or charmed for 1 hour); Children of the Night (can summon 2d wolves, 3d×10 rats, or 1d×100 bats); Create Spawn (victim drained to 0 HT rises as vampire in 1d days); Gaseous form; Must be invited into homes; Stake through heart paralyzes until removed
Encounter: Solitary

VETERAN
ST: 12 DX: 13 IQ: 11 HT: 12
Speed: 6.25 Move: 6 Dodge: 6
PD: 4 DR: 5 (mail hauberk)
Damage: Thrust 1d-1, Swing 1d+2
Reach: 1
Size: 1 hex
Weight: 170 lbs
Point Total: 75 points
Advantages: Combat Reflexes [15]; High Pain Threshold [10]; Military Rank 1 [5]
Disadvantages: Duty (to lord/king) [-10]; Code of Honor (Soldier's) [-10]
Skills: Broadsword-15 [12]; Shield-15 [8]; Crossbow-14 [4]; Tactics-12 [8]; Leadership-12 [4]; First Aid-12 [2]
Equipment: Broadsword (2d cut), Large Shield (+3 PD), Mail Hauberk (+4 PD, +5 DR), Heavy Crossbow (1d+4 imp)
Encounter: 1d3 or as guards/soldiers

ZOMBIE (COMMONER)
ST: 11 DX: 9 IQ: 0 HT: -
Speed: 4.5 Move: 4 Dodge: 4
PD: 0 DR: 0
Damage: Thrust 1d-2, Swing 1d
Reach: 1
Size: 1 hex
Weight: 140 lbs
Point Total: 25 points
Advantages: Doesn't Breathe [20]; Doesn't Eat/Drink [10]; High Pain Threshold [10]; Immunity to Disease [10]; Immunity to Poison [15]; Unaging [15]
Disadvantages: Cannot Learn [-30]; Mindless [-25]; Mute [-25]; No Fatigue [-15]; Slow (Half Move) [-25]; Supernatural Features [-15]; Undead [-50]
Skills: Brawling-9 [1]
Equipment: Tattered clothing, simple farm tools if applicable
Encounter: 2d6 or 3d6 horde

Combat Notes
Initiative: Roll 1d+Speed, act in order from highest to lowest.
Attack Rolls: Roll 3d6 vs. skill. Success means you hit.
Damage: Roll damage dice. Subtract target's DR from damage dealt.
Morale: Most of these creatures will flee when reduced to 1/3 HP or when their leader is killed, except for those with Bloodlust who must make Will rolls to retreat.

New Diseases:

GHOUL FEVER
Type: Supernatural Disease
Resistance Roll: HT-2
Delay: 1d days
Damage: 1 HT per day
Cyclic: Daily
Duration: Until cured or victim dies
Effects: Each day after onset, victim loses 1 HT permanently. When HT reaches 0, victim dies and rises as a ghoul in 1d hours. Victim becomes increasingly gaunt and develops a craving for flesh. At HT 6 or below, victim suffers -2 to all social interactions due to appearance. At HT 3 or below, victim must make Will-3 rolls to avoid attacking and eating fresh corpses.
Treatment: Cure Disease spell (requires skill 15+); Remove Curse spell; High-level clerical magic; Rare alchemical antidotes (very expensive); Natural recovery is impossible
Notes: Only transmitted through ghoul bites that break skin. Incubation period allows time to seek treatment.

What's your experience been with cross-system creature conversions? Have you found certain types of D&D monsters particularly challenging or surprisingly easy to adapt to GURPS? Which creatures from this bestiary are you most excited to unleash on your players, and what modifications would you make to better fit your campaign's tone and power level? I'd love to hear about your conversion war stories and any creative solutions you've discovered for bridging the gap between these two fantastic systems.

Comments

  1. Love these! I've done a few of these for GURPS 4e over the years.

    One suggestion would be to make the troglodyte's stench extend further than close combat. The AD&D version didn't seem to have a range, it just affected anyone nearby who failed their save vs. poison.

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