#Monster Conversion Worksheet (for the 55 Module)
Contents
55-01 conversion guide . Strictly follows the core 08-02 yoma bestiary template + this expansion's 00-05 self-mechanics 0.9.x settled rules.
#§ Purpose
Convert Western monsters (D&D · OSR), Chinese yokai, Cthulhu, and so on into the core yoma templates (Mob · Minion · Veteran · Elite · Lord). When using this sheet, thorough reading of the 55-01 conversion guide is required.
#§ Conversion Procedure
#1. Enter the Original Monster Info
[Original name]: __________________________
[Original source]: D&D / Shanhaijing / Cthulhu / other
[Original grade/HD]: ______________________
[Original AC · survival value]: ___________________
[Original attacks · special abilities]: __________________
[Description, 1~2 paragraphs]:
__________________________
#2. Map to the Core Yoma Grade (strictly follow 55-01 §1)
The core 08-02 grade definitions:
- Mob: Wounds 0, no Energy, no technique, squad decoration
- Minion · Veteran: squad unit, no Energy (Energy 10 when wandering)
- Elite: own Energy 8~11, 4 techniques (attack A · B · defense · Licensed)
- Lord: own Energy 12~15, can use Squad Command
[Core grade] (HD-based mapping):
- HD 1 → Mob (a single hit = instant death)
- HD 2~3 → Minion
- HD 4 → Minion · Veteran border
- HD 5~6 → Veteran
- HD 7~10 → Veteran(strong) · Elite border
- HD 11~15 → Elite
- HD 16+ → Lord
Selected grade: __________
#3. Force the Core Stat Block (08-02 standard)
[Name (kanji) — grade]
Wounds X / Defense Y / Energy Z
Courage+a / Finesse+b / Physique+c / Wisdom+d / Presence+e / Fate+f ※ The 6 attributes are forced — abstract "attack +N" is forbidden
Techniques (Elite · Lord grade force 4 slots):
- [Attack A name] (Energy, 2d10+attribute ≥ Defense, effect)
- [Attack B name] (Energy, 2d10+attribute ≥ Defense, effect)
- [Defense name] (reservation/improvised, effect)
- [Licensed name] (Energy, effect, condition)
Special: ___________________
Domination +N ※ Mob +0.5 / Minion +1 (squad +2) / Veteran +1 (squad +3) / Elite +4 / Lord +1.5+Presence
Conversion value guide (HD-based, approximate):
| HD | Wounds | Defense (AC ÷ 2 + 1) | Energy (Elite · Lord only) |
|---|---|---|---|
| 1 (Mob) | 0 | 10~12 | — |
| 2-3 (Minion) | 1 | 11~13 | 10 when wandering |
| 4 (Minion · Veteran border) | 1~2 | 12~14 | 10 when wandering |
| 5-6 (Veteran) | 2~3 | 12~14 | 10 when wandering |
| 7-10 (Veteran strong · Elite border) | 3~4 | 13~15 | 8~11 if a solo Elite |
| 11-15 (Elite) | 4~5 | 14~16 | 8~11 |
| 16+ (Lord) | 6~10 | 16~19 | 12~15 |
| 11+ (Lord) | 7-10 | 15~17 | 12~15 |
Defense minimum 10 forced (core 03-05).
#4. Convert Special Abilities (follow this expansion's 0.9.x rules)
Strictly observe the following principles (55-01 conversion guide + 00-05):
a. Damage is in Wounds units (00-05 §3):
- "original 5 damage" → "2 Wounds" (original damage ÷ 2.5, approximate)
- "AoE 10 damage" → "AoE 4 Wounds"
- The "Energy -N" notation is forbidden (Energy resets every round)
b. Recovery is "Wounds +N recovery" (00-05 §3):
- "original survival value +5 each round" → "[Upkeep] Wounds +1 recovery (1 time per 1 lull)"
c. Instant-death checks are Critical Hit + restriction 2+ (00-05 §10):
- "Save or Die" → "instant-death check on a Critical Hit (
2d10 + Physique + Fate >= Target Number) + restriction condition 2+ (Incorporeal only · 1 time per 1 battle, etc.)"
d. Multiattack is capped at 2× per round (core §rule 3):
- "3 attacks" → "2× per round" or "Dispersed Casting (Energy N / 2 rounds)"
e. An attack bonus of +5 or more requires restriction 2+ (00-05 §10):
- "+8 attack" → accompanied by restriction condition 2+ (Critical Hit + 1 time per 1 battle, etc.)
f. Non-corporeal is a unified rule (08-02 §):
- "antimatter" / "Incorporeal body" → "[non-corporeal] tag + d10 1~5 nullified + Exorcism Novice (1 point)+ exemption"
g. An [Incorporeal] attack links to the §Exorcism exemption table (core 03-05):
- "soul attack" → "
[Incorporeal](apply §Exorcism exemption table)" — an auxiliary notation system with the 3 defense-bypass lines (§Defense · Pierce system)
h. Morale is Cohesion (00-05 §12):
- "Frightful Presence → morale -1" → "squad Cohesion -1 (auto-compatible with morale when using 1st / 30-03)"
i. Madness · trauma depend on 30-10 (00-05 §12 · §14):
- "madness +1" → "madness when using 30-10 grimdark or 30-03 variant B / otherwise GM discretion" + link
j. Critical Hit uses the core double notation (00-05 §15):
- "crit on 18-20" (D&D) → "on a Critical Hit" (core double + success) or "Critical Expansion" (this expansion §15 only)
#5. Avoid Collisions with Same-Named Core Yoma (55-01 §4)
Using a name already in the core bestiary is forbidden:
- When colliding with core-listed yoma such as nine-tailed fox · nue · gaki → (a) name it separately ("Chinese nine-tailed fox" · "Shanhaijing nue") or (b) integrate with the core (delete this conversion)
[Core collision check]: □ none / □ exists — handling: ______________
#6. IP-Safe Altered Name (reference level)
[Altered name]:
Original: ______________
Altered: ______________
Reason: matches core-setting naming · confirm public-domain status
#7. Where to Place It in the Core?
[Region · ecology]:
- Japan: ___
- Spirit Realm (1st expansion): ___
- Outer regions: ___
[Appearance frequency]: common / normal / rare / legendary
[Squad formation] (see 55-14):
- solo domain / squad pattern (commander + Minion · Veteran) / same-grade pack
- subordinate Mob · Minion · Veteran squad: ______________
#§ Conversion Example (D&D Goblin — )
[Original name]: Goblin (D&D)
[Original HD]: 1, AC 15, original survival value 7, Scimitar attack
[Core grade]: Mob
[Name]: Goblin (小鬼) — altered name
Wounds 0 / Defense 12 / no Energy (Mob = no technique, squad decoration)
Courage+0 / Finesse+1 / Physique+0 / Wisdom+0 / Presence-1 / Fate+0
Techniques: none (a Mob-grade's mere existence contributes to Domination)
Special: —
Domination +0.5 (individual) / squad (3~5) +1 (decoration)
[Original "Nimble Escape"] → No technique at Mob grade. Triggers only via squad-unit command (commander's Energy).
[Original name]: Hill Giant (D&D) — 10 HD
[Core grade]: Elite
[Name]: Ogre (鬼巨) — altered name
Wounds 5 / Defense 14 / Energy 10
Courage+3 / Finesse+1 / Physique+4 / Wisdom-1 / Presence+0 / Fate+0
Techniques (Elite grade 4 slots):
- [Attack A] Club Sweep (Energy 3, 2d10 + Courage(3) ≥ Defense, 3 Wounds + 1 round Defenseless)
- [Attack B] Boulder Throw (Energy 4, 2d10 + Finesse(1) ≥ Defense, 2 Wounds + ranged 2 zones)
- [Defense] Hide Thickness (reservation 2 / improvised 3, damage -1 Wounds)
- [Licensed] Earth Shake (Energy 5, AoE 1 zone, all 2d10 + Physique(4) resist or 1 round Defenseless)
Special: Giant size — moving 1 zone = 2 zones' worth for a human. Can target the legs (attack +2).
Domination +4 (independent unit)
[Squad formation]: A Goblin squad (5) recommended. Solo appearance is for Scouting · trap scenes.
#§ How to Use
- Enter the original monster info
- HD-based grade mapping (Mob · Minion · Veteran · Elite · Lord)
- Force-apply the core standard stat block (6 attributes · 4 technique slots · Domination)
- Accurately follow this expansion's 0.9.x rules for special abilities (Wounds · Critical Hit · instant-death restriction · Incorporeal ·
[Incorporeal]· morale · madness dependency) - Check for collision with same-named core yoma
- IP altered name (reference)
- Where to place it in the core + 55-14 squad formation
#§ Print / PDF Recommendation
A4 1 sheet (per 1 monster). Cross-reference alongside the 55-01 conversion guide.
"Fitting the same monster into a different game system — that is the GM's deep scholarship. But the core format is the dictionary."