#5 OSR-Specific Monster Conversions
Monsters specific to Old School Renaissance (OSR) systems. Altered names are used for IP safety.
Core-compatible: follows the 08-02 yoma bestiary template standard stat-block format.
This-expansion-compatible: follows 00-05 §3 (Wounds recovery/Energy aid) · §7 (cap of 2 per round) · §12 (madness/trauma policy).
#§ 5 Conversions
#55-11-01. Rust-Beast (鏽獸, altered) — Minion
Scent: a beast of the outer reaches that eats away at metal. It roams, groping through ruins of the core world's outer lands or the deep places of a Spirit Realm labyrinth. Rather than targeting people directly, it melts a warrior's blade and armor with its tentacles and strips them of their gear.
Rust-Beast (鏽獸) — Minion
Wounds 3, Defense 8
Courage+0, Finesse+2
Domination +1 (solo) / +2 (squad of 4–5)
Triggered by squad order (paid from the commander's Energy). When wandering, its own Energy 10 (08-02 §Wandering yoma).
Techniques:
| Technique | Type | Energy | Check | Effect | Limit |
|---|---|---|---|---|---|
| Tentacle Probe (觸手) | Attack A (Finesse) | — (Command) | 2d10 + Finesse(2) >= Defense | 1 Wounds. | — |
| Metal Corrosion (金屬腐蝕) | Attack B (Finesse) | — (Command) | 2d10 + Finesse(2) >= Defense | No damage. Inflicts 2 points of equipment damage (1 session) on a PC's weapon/armor. On a Critical Hit, made permanent until repaired. Apply the grade-matching/recovery procedure of §Break. | 1 breath |
Special:
- Weakness — non-metal/Faith: non-metal weapons (wood/stone/bone) +1 Wounds. Faith attacks work normally.
- IP: altered (D&D variant).
#55-11-02. Jelly Cube (寒天立方, altered) — Minion
Scent: a transparent mass of jelly that fills a passage. In a labyrinth of the core world's outer lands or in a Spirit Realm underground corridor, it blocks the way without a sound. Nearly invisible, it engulfs whole anyone who heedlessly steps in and dissolves them.
Jelly Cube (寒天立方) — Minion
Wounds 4, Defense 7
Courage+0, Physique+2
Domination +1 (solo) / +2 (squad — running as 1 creature filling the corridor is recommended)
Triggered by squad order. When wandering, its own Energy 10.
Techniques:
| Technique | Type | Energy | Check | Effect | Limit |
|---|---|---|---|---|---|
| Absorb (吸收) | Attack A (Physique) | — (Command) | 2d10 + Physique(2) >= Defense | 2 Wounds + 1 round forced stop (cannot relocate, Defenseless). | — |
| Corridor Blockade (通路封) | Attack B (stance) | — (Command) | auto | Maintain stance. On passing through the same zone, an automatic absorb check (triggers the effect above). | always |
Special:
- Weakness — fire/wide-area Faith: fire attacks +2 Wounds. Wide-area Faith auto-hits.
- Giant: Minion-and-below techniques are auto-negated (size difference).
- IP: altered (D&D variant).
#55-11-03. Brain-Eater (腦食者, altered) — Veteran
Scent: an intelligent predator of the outer reaches that feeds on the human mind. It lurks in a deep cave of the core world's outer lands or in a dank den of the Spirit Realm. With tentacles and mind shock it deranges a warrior's mind, reigning as a chieftain rather than within a swarm.
Brain-Eater (腦食者) — Veteran
Wounds 5, Defense 11
Finesse+2, Wisdom+6, Presence+3
Domination +1 (solo) / +3 (squad of 3–4)
Triggered by squad order. When wandering, its own Energy 10.
Techniques:
| Technique | Type | Energy | Check | Effect | Limit |
|---|---|---|---|---|---|
| Tentacle (觸手) | Attack A (Finesse) | — (Command) | 2d10 + Finesse(2) >= Defense | 1 Wounds. | — |
| Mind Shock (精神衝擊) | Attack B (Wisdom) | — (Command) | 2d10 + Wisdom(6) >= Defense | [Incorporeal]. Wide area of 5 zones. Each one hit takes 1 Wounds + 1 round Wisdom -3 check penalty + 1 round action -1 (confusion). When 30-10 is in play, compatible with grimdark madness +1. | 1 combat |
Special:
- Weakness — mental resistance/holy: a PC with mental resistance (Exorcism Novice+) takes half the Mind Shock effect. Holy weapons +2 Wounds.
- Intelligent behavior: running it as a chieftain (a solo Veteran) rather than a squad is recommended. When solo, Energy 10 + its own actions.
- IP: altered (altered name + can be generalized).
#55-11-04. Many-Eyes (多眼, altered) — Elite
Scent: a giant floating eyeball of the outer reaches' deep caves. It drifts in the deep places of a core-world outer-land labyrinth or in a Spirit Realm cave. It sees all with its eyes in every direction, severing sorcery with a single gaze and paralyzing a warrior with a single ray.
Many-Eyes (多眼) — Elite
Wounds 7, Defense 12, Energy 11
Courage+2, Finesse+3, Wisdom+5, Presence+4
Domination +4
Techniques:
| Technique | Type | Energy | Check | Effect | Limit |
|---|---|---|---|---|---|
| Light Ray (光線) | Attack A (Finesse) | 3 | 2d10 + Finesse(3) >= Defense | 2 Wounds. Ranged (5 zones). The GM picks 1 of 10 kinds of effect (damage/paralysis/forced relocation/Fear, etc.). | cap of 2 per round (§7) — pick 2 of Light Ray/Central Great Eye |
| Central Great Eye (中央大眼) | Attack B (Wisdom) | 3 | 2d10 + Wisdom(5) >= Defense | [Incorporeal]. 1 creature within line of sight. 1 Wounds + paralysis (Defenseless 1 round). | 1 breath |
| Floating Evasion (浮遊回避) | Defense | reservation 1/improvised 2 | 2d10 + Finesse(3) >= enemy attack | Negate the hit. Relocate to the Outside Zone (the air). | — |
| [Licensed] Magic-Nullifying Ray (魔法無效化光線) | Kata | 4 | — (auto) | Wide area of 5 zones. Nullify all 35 spell/19 mysticism/Barrier effects for 1 session (limited to the wide-area zones in question). | 1 session 1 time |
Special:
- Weakness — wide-area weapons/weak-point pattern identification: wide-area weapon attacks +1 Wounds. On a successful Wisdom+intelligence >= 13 identification, attacks +2 (1 combat only).
- Floating: always airborne. Melee attacks -1.
- Many eyes: evasion +2 (it watches all directions).
- IP: altered (altered name + can be generalized).
A floating eyeball in a deep cave of the outer reaches. With a single gaze it severs magic, and with a single ray it paralyzes a warrior.
#55-11-05. Slime (Slime, general) — Mob
Scent: a common blob of ooze of the outer-reaches labyrinth. It pools everywhere in ruins of the core world's outer lands or in a Spirit Realm underground. Cut it and it splits in two and crawls back; only before fire does this lowly thing at last perish.
Slime — Mob
Wounds 2, Defense 5
Physique+1
Domination +0.5 (individual) / +1 (squad of 3–5 as decoration)
Mob-grade. No techniques. Its mere existence contributes to Domination.
Special:
- Mucus Absorption: can auto-join a Minion-and-below squad order (Physique>=10 to evade). Automatically inflicts 1 Wounds.
- Split (分裂) [Aptitude]: on reaching Wounds 0, splits into 2 slimes of Wounds 1 each (1 time only). An instant-death exception to the core 03-05 §Wounds.
- Weakness — fire/wide area: a fire attack auto-kills it (regardless of Wounds). Wide-area weapons auto-hit.
- IP: public domain.
"The bizarre, even crossing from one system into another, is still bizarre."