I'm working on getting the rest of this page's rules in; something screwy happened... sorry


Monster Converter
for Dungeons and Dragons

These rules should transfer most monsters from AD&D to Torg with a good degree of accuracy. I've never had any compaints. It works not only for standard fantasy, but also Ravenloft, Kara-Tur, and whatever else you want to plug in. However, special rules may need to be taken into consideration outside this simple (uh, complex) chart. -Shocktrooper13

1. Pick an appropriate Realm and fill in the needed axioms.
2. Dexterity, Strength, and Toughness have maximums based on size. Tiny and Small= 13, Man-sized= 15, Large and Huge= 17, Gargantuan= 20. Perception and Mind have a maximum of 15 except in special cases (devils, etc.) Charisma and Spirit have a 15 maximum as well.
3. To find Dexterity, cross reference its AC on the following chart:

 AC     10  9  8  7  6  5  4  3  2  1  0  -1  -2  -3  -4   -5   -6   -7   -8   -9  -10
Dex 3 4 5 6 6 7 7 8 8 9 9 10 10 12 12 13 13 14 14 15 15

4. To find Strength, give the creature a base strength by finding its size on the following list: Tiny= 1, Small= 3, Man-sized= 5, Large= 8, Huge= 10, Gargantuan= 13. Then add the creature's minimum damage (adding the minimums for extra attacks, if any) and the creature's hit dice level to find the total. Example - A Lizard Man from AD&D is size M, or man-sized, so it would have a base 5. Add 1+1+1 for its three attacks and 2+1 for its hit dice, for a total of 11 Strength.
5. To find Toughness, cross reference its hit dice on this chart:

 Hit Dice     1  2  3  4  5  6  7  8  9  10   11   12   13   14   15   16   17   18   19   20
TOU 3 4 5 6 6 7 7 8 8 9 9 10 10 11 11 12 12 13 14 15

In case hit points instead of hit dice are given, divide the hit points by 8 to find hit dice. If there is a number added after the hit dice number (like 3+3) add after converting.
6. Next, Perception and Mind are read off the same chart.

 Intelligence: Animal   Semi   Low  Average  Very   Highly   Except.   Genius   Supra  God
PER and MIN: 3 5 6 8 10 11 12 13 14 15+

7. Charisma is found by morale on the following table:

 Morale:  Unreliable   Unsteady   Average   Steady   Elite   Champion   Fanatic   Fearless
CHA: 3 5 8 10 11 12 13 14+

8. Spirit is found by averaging all the other stats.
9. To find individual skill levels, add the monster's hit dice to the appropriate stat. For example, the Spiritworld Goblin Spider has an AC of 4 giving it a DEX of 10. Adding its 6 to 9 hit dice (in this case 9) to the Dex gives it a Dodge of 16. The legendary Tarrasque has an AC of -3 so it has a DEX of 12, and its hit dice is 38, giving it a total Dodge of 50!!!
10. Damage for attacks is found by averaging the damage from each attack separately. Some monsters have more than one attack and can do so without multiple action penalties. The average is then added to the STR to find damage. An example would be the manticore: it has 1d3/1d3/1d8 for attacks. 1d3 twice averages to 2 (1.5 rounds up to 2), plus 4 from 1d8 for a total of 6. Add 13 and average and you get 10 for STR. Now add 1.5 (rounded up again) for the first two attacks and 4 for the third to get: claw STR+2 (12), claw STR+2 (12), bite STR+4 (14).
This process can also be used to find special and magical damage.
11. To find the creature's armour bonus, use the TORG armour list. But for hide or skin, add the creature's hit dice again.
12. Finally, for attacks involving Saving Throws, make the characters affected roll TOU vs. a difficulty number equal to 5 plus the monster's hit die.