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A D & D T o M a s t e r cr a f t

M o n st e r C on ve r s io n
M a n ua l

Credits
Designer/Editor: Brakk

Proofreader: Arntuuri

Special Thanks to Alex Flagg

Fantasy Craft and all related marks are ™ and © 2009 Crafty Games LLC.

ADVANCED DUNGEONS & DRAGONS is a registered trademark owned by

Wizards of the Coast, Inc.

Contents
Introduction ....................................................... 2 Armor Class ...................................................... 11

Step 1: Size and Type ............................................ 2 Initiative ........................................................... 12

Table 1: Size Conversion ................................ 2 Speed/Mobility ................................................. 12

Step 2: Health ........................................................ 3 Table 6: AD&D Movement ......................... 12

Table 2: Type Conversion .............................. 3 Base Attack ....................................................... 12

Step 3: Abilities and Natural Attacks .................... 4 Reach ................................................................ 13

Table 3: Ability Conversion ........................... 4 Saves ................................................................. 13

Table 3.1: AD&D 1st Edition Intelligence Alignment ......................................................... 13


Conversion ...................................................... 6
Table 7: Alignment Conversion.................... 13
Step 4: Other Attacks and Qualities ..................... 7
Step 9: Final Tweaks (Optional) ......................... 13
Step 5: Skills .......................................................... 7
Step 10: XP Value ............................................... 13
Table 4: Skill Conversion ............................... 7
Open Game License ......................................... 14
Step 6: Feats ........................................................ 10
Open Game Content ........................................ 15
Step 7: Gear and Treasure ................................... 10

Table 5: Treasure Conversion ...................... 10

Step 8: Remaining Entries ................................... 11

Race and Class.................................................. 11

1
Introduction

These rules will help you convert monsters found in dozens of AD&D (Advanced Dungeons & Dragons)
books to Mastercraft format.

CONVERSION THREAT LEVEL

The NPC’s Conversion Threat Level is equal to its AD&D Hit Dice. You’ll use this value when converting
other stats.

Example: A red chaos toad has 7 Hit Dice, so its Conversion Threat Level is also 7.

STAT LIMITS

No stat may exceed the minimum or maximum listed in the standard NPC creation rules. Conversion rules are
often provided in case of a surplus, but in all other cases an excess is ignored.

Step 1: Size and Type

The NPC’s Size changes according to the NPC’s height or length, whichever is greater (see Table 1 below). It
defines the NPC’s maximum footprint (see Fantasy Craft page 217). Fantasy Craft characters aren’t always
perfectly square, so you may want to adjust the footprint to a more logical shape.

Table 1: Size Conversion


Size Category Height or Length Reach

Nuisance Less than 3 in 1

Fine 3 in – 6 in 1

Diminutive 6 in – 1 ft 1

Tiny 1 ft – 2 ft 1

Small 2 ft – 4 ft 1

Medium 4 ft – 8 ft 1

Large 8 ft – 16 ft 1 (2 if tall)

Huge 16 ft – 32 ft 2 (3 if tall)

Gargantuan 32 ft – 64 ft 3 (4 if tall)

Colossal 64 ft – 128 ft 4 (5 if tall)

Enormous 128 ft – 256 ft 5 (6 if tall)

Vast 256 ft or greater 6 (7 if tall)

2
Example: A red chaos toad is 8 ft. tall, which defines it as Large in Fantasy Craft. Its Space is translated to a
footprint of 2 wide × 2 long (an arbitrary but plausible choice).

An NPCs Type sets their Competence grade as shown on Table 2: Type Conversion. When a character has 2
or more Types, apply the highest Competence generated by any of them.

Example: A red chaos toad is a native of Limbo, an Outer Plane. This translates to Competence III and the
Outsider Type in Fantasy Craft.

Step 2: Health

The NPC’s Type, Hit Dice, and Size determine its Fantasy Craft Health grade and possibly grant the tough
quality, as shown on Table 2: Type Conversion (see below). If the NPC lists only hit points (hp), divide that
number by 4.5 (round down, minimum 1) to determine Hit Dice.

Example: A red chaos toad is an Outsider, has 7 Hit Dice, and has a Size of Large. The Type sets the Health
grade to III and the Size converts to either a grade of Health or tough I. Its 7 Hit Dice do not affect the Health
grade. The GM decides to apply 1 grade to Health, so the red chaos toad ends up with Health IV.

Table 2: Type Conversion


Type Competence Grade Health Grade (min. I, max. X)

Animal - III

Beast I IV

Construct I IV

Elemental II III

Fey III II

Folk II III

Horror II III

Ooze None or I IV

Outsider III III

Plant None or I III

Spirit None or I V

Undead None or I V

Hit Dice +1 Health or tough I or cagey I for each HD above 9

3
Table 2: Type Conversion (Continued)
Size

Smaller than Medium -1 Health per Category

Medium -

Larger than Medium +1 Health or tough I per category

Step 3: Abilities and Natural


Attacks

Refer to Table 3: Ability Conversion to obtain the corresponding Fantasy Craft attribute score. Unless the
NPC is an Animal, reduce odd attribute scores by 1. Ability scores below 10 translate directly.

Table 3: Ability Conversion


AD&D Ability AD&D Hit AD&D Damage Adj. AD&D AD&D Hit Fantasy
Score Probability (Str) Defensive Adj. Point Adj. Craft
(Dex) (Con) Attribute
(Str) Score

0 N/a N/a N/a N/a -

1 -5 -4 +5 -3 1

2 -3 -2 +5 -2 2

3 -3 -1 +4 -2 3

4 -2 -1 +3 -1 4

5 -2 -1 +2 -1 5

6 -1 None +1 -1 6

7 -1 None None None 7

8 Normal None None None 8

9 Normal None None None 9

10 – 11 Normal None None None 10

12 – 13 Normal None None 0 None 11

14 – 15 Normal None None (14) or -1 None or +1 12


(15) (15)

4
Table 3: Ability Conversion (Continued)
AD&D Ability AD&D Hit AD&D Damage Adj. AD&D AD&D Hit Fantasy
Score Probability (Str) Defensive Adj. Point Adj. Craft
(Dex) (Con) Attribute
(Str) Score

18 +1 +2 -4 +4 14

18/01 – 18/50 +1 +3 N/a N/a 15

18/51 – 18/75 +2 +3 N/a N/a 15

18/76 – 18/90 +2 +4 N/a N/a 15

18/91 – 18/99 +2 +5 N/a N/a 15

18/00 +3 +6 N/a N/a 15

19 – 20 +3 +7 (19) or +8 (20) -4 +5 15

21 – 22 +4 +9 (21) or +10 (22) -5 +6 16

23 – 24 +5 (23) or +6 +11 (23) or +12 (24) -5 (23) or -6 +6 (23) or 17


(24) (24) +7 (24)

25 +7 +14 -6 +7 18

If ability scores are unavailable, determine them the following way:

The Strength score can be determined by looking at the bonus damage (or THAC0 modifier) next to the
NPC’s attacks. This bonus damage is the NPC’s Damage Adjustment (see Table 3: Ability Conversion above).
After you determine Damage Adjustment (or THAC0’s Hit Probability), you can easily get the Fantasy Craft
attribute value. Otherwise increase it by 2 above 10 for each NPC’s Size category above Medium.

The Dexterity score can be determined by taking into account the creature’s Size, illustration (if any),
description, movement speed, and Armor Class (AC). If the creature seems quick and agile, determine its
Dexterity score by looking at its Defensive Adjustment (see Table 3: Ability Conversion above). Remember to
remove any Size, gear and natural armor bonuses before doing that.

If the illustration or description mentions scales, tough hide or other natural protection, safely assume that the
creature’s good defenses do not come from its high Dexterity score but it’s natural armor (see Armor Class on
page 11).

The Constitution score can be determined by increasing it by 2 for each Size category above Medium or by
dividing the NPC’s bonus hit points by its Hit Dice (round down, minimum 1) to find out its Hit Point
Adjustment (see Table 3: Ability Conversion above).

The Intelligence score is generally noted in all entries. Take the highest possible value. If only the descriptive
listing is available, refer to Table 3.1: AD&D 1st Edition Intelligence Conversion below. Finally, if no listing’s
available at all, refer to creature’s description to determine its Intelligence score.

5
Table 3.1: AD&D 1st Edition Intelligence
Conversion
AD&D Intelligence Description Fantasy Craft Attribute Score

Non-intelligent or not ratable -

Animal intelligence 1

Semi-intelligent 4

Low intelligence 6

Average (human) intelligence 10

Very intelligent 11

Highly intelligent 12

Exceptionally intelligent 13

Genius 14

Supra-genius 15

Godlike intelligence 16+

Wisdom and Charisma scores are similar to the creature’s Intelligence score. If the listing’s unavailable, refer to
creature’s description.

Example: A red chaos toad has the following AD&D scores: Intelligence 5 – 7, Armor Class 4, Hit Dice 7 + 3,
Morale 8 – 10. These translate to Str 10, Dex 10, Con 12, Int 6, Wis 10, Cha 10 in Fantasy Craft.

If the NPC has any AD&D natural attacks, compare the maximum damage of each, sans Strength modifier,
with the same attack’s maximum damage in Fantasy Craft at Grades I, III, and V (again, without Strength).
Apply the grade that’s closest without going over. If the maximum AD&D damage is 50% or more of the way
toward the next Fantasy Craft grade, raise the grade by 1 more (increasing the attack’s threat range by 1).

Example: The red chaos toad has an AD&D Bite inflicting 2d8 damage (a max. of 16). At the creature’s Size
(Large), the closest Fantasy Craft Bite that doesn’t exceed this is Grade I (dmg 1d10; threat 18–20). The
maximum AD&D damage is more than 50% of the way toward the maximum Bite II damage, though, so the
red chaos toad gains Bite II (dmg 1d10; threat range 17–20).

Also, the red chaos toad has two AD&D Claws inflicting 1d4 damage each. Again, at the creature’s Size, the
claw damage translates closest to Grade I (dmg 1d8; threat 20).

Apply the NPC’s Strength modifier to the resulting Fantasy Craft damage.

Finally, apply any natural attack qualities needed to simulate AD&D effects.

Example: The red chaos toad’s Claw is linked to its AD&D egg-pellet special attack, which is easily handled in
Fantasy Craft with the infectious conversion quality. This attack will be handled in the following steps.

6
Step 4: Other Attacks and Qualities
This step converts AD&D Special Attacks, Special Defenses, and Magic Resistance. It is suggested to be as
familiar with NPC creation rules as possible because many of the options operate with slight differences.
Identify what all the original attacks and abilities do. Once you have done this, consult Table 6.12: Other
Attack and Quality Conversions (see Fantasy Craft page 298) and look for similar abilities. If that doesn’t
quite do it, look through first three Fantasy Craft chapters to see if any of the class abilities, feats or spells will
work. In that case, you should give the NPC the class ability, feat or natural spell qualities. Only those class
abilities on Table 6.3: NPC Class Abilities (see Fantasy Craft page 232) are available.

Finally, if you haven’t found a good option, you will need to build your own using the rules for Extraordinary
Attacks (see Fantasy Craft page 236).

Magic Resistance is converted by dividing the given number by 15 (round down, minimum 1). The result is
the NPC’s spell defense grade.

A Low morale score (7 or lower) grants the meek quality, a high morale score (15-18) grants the fearless I
quality and finally, the highest morale score (19-20) grants the fearless II quality.

You do not need to convert all attacks and qualities. Focus on the most useful options which won’t complicate
the NPC and increase its XP without a good reason. For example, you shouldn’t give the NPC more than 4
natural spells.

Example: The red chaos toad also has stun, which translates to a stunning croak extraordinary attack. It also
has egg-pellet, which translates to an infectious conversion quality. Finally, it has Magic Resistance 30% which
becomes spell defense II.

Step 5: Skills
AD&D NPCs rarely possess nonweapon proficiencies but in case they do, they can be easily translated into
Fantasy Craft skills and sometimes to other qualities. If the NPC has 4 or more proficiencies, convert up to 3
and increase its Competence grade by 1 per 2 proficiencies not converted.

Each proficiency slot directly translates as a Signature Skill grade. If two or more proficiencies share the
Signature Skill (see Table 4 below), add their grades together.

If a Signature Skill grade does not exceed the NPC’s Competence, he probably doesn’t need that Signature
Skill.

Table 4: Skill Conversion


AD&D Nonweapon Proficiency Fantasy Craft Option

Agriculture None

Ancient History Interests quality (see Fantasy Craft page 234)

Animal Handling Survival

Animal Lore Survival

Animal Training Survival

7
Table 4: Skill Conversion (Continued)
AD&D Nonweapon Proficiency Fantasy Craft Option

Appraising Haggle

Armorer Crafting

Artistic Ability Crafting

Astrology Interests quality (see Fantasy Craft page 234)

Blacksmithing Crafting

Blind-fighting Night fighting (feat, not a skill)

Bowyer/Fletcher Crafting

Brewing Crafting

Carpentry Crafting

Charioteering Ride

Cobbling Crafting

Cooking Crafting

Dancing Acrobatics

Direction Sense Survival

Disguise Disguise

Endurance Athletics

Engineering None

Etiquette Impress

Fire-building Survival

Fishing None

Forgery Crafting

Gaming None

Gem Cutting Crafting

Healing Medicine

Heraldry Interests quality (see Fantasy Craft page 234)

Herbalism None

Hunting Survival

Juggling Acrobatics

8
Table 4: Skill Conversion (Continued)
AD&D Nonweapon Proficiency Fantasy Craft Option

Jumping Acrobatics

Languages, Ancient Interests quality (see Fantasy Craft page 234)

Languages, Modern Interests quality (see Fantasy Craft page 234)

Leatherworking Crafting

Local History Interests quality (see Fantasy Craft page 234)

Mining None

Mountaineering Athletics or superior climber quality

Musical Instrument Impress

Navigation None

Pottery Crafting

Reading Lips Search or Sense Motive

Reading/Writing Interests quality (see Fantasy Craft page 234)

Religion Interests quality (see Fantasy Craft page 234)

Riding, Airborne Ride

Riding, Land-based Ride

Rope Use Athletics

Running Athletics or superior runner quality

Seamanship None

Seamstress/Tailor Crafting

Set Snares Prestidigitation

Singing Impress

Spellcraft Investigate

Stonemasonry Crafting

Survival Survival

Swimming Athletics or superior swimmer quality

Tightrope Walking Acrobatics

Tracking Survival

Tumbling Acrobatics

9
Table 4: Skill Conversion (Continued)
AD&D Nonweapon Proficiency Fantasy Craft Option

Ventriloquism Impress

Weaponsmithing Crafting

Weather Sense Survival

Weaving Crafting

Example: Per its AD&D description, a red chaos toad does not possess any nonweapon proficiencies.

Step 6: Feats
Read the NPC’s description. If you can identify any feat-like ability the NPC possesses, give it the appropriate
feat.

Example: Per its AD&D description, a red chaos toad does not possess any feats.

Step 7: Gear and Treasure


Gear translates directly; just go through Chapter 4 of Fantasy Craft to find the appropriate item(s).

Convert the treasure using Table 5: Treasure Conversion (see below).

Table 5: Treasure Conversion


AD&D Treasure* Fantasy Craft Treasure

A 4C, 2L, 1M

B 4C, 1L

C 1C, 1L

D 1C, 2L

E 3C, 2M

F 1C, 1M

G 2C, 2L, 1M

H 4C, 4L

I 1C, 4L

J -

K -

L 1C

10
Table 5: Treasure Conversion
(Continued)
AD&D Treasure* Fantasy Craft Treasure

M 1C

N 1C

O 1C

P 1C

Q 1L

R 1C, 1L

S 1M

T 1M

U 6L, 2M

V 2M

W 1C, 2M

X 1M

Y 2C

Z 4C, 4L, 2M

* Large treasures are noted with a multiplier such as x2; this means that you should multiply all rolls that
many times (up to a maximum of 6).

Example: A red chaos toad’s AD&D treasure code is “K, Q” which translates to Fantasy Craft Treasure “1L”.

Step 8: Remaining Entries


This step covers the rest of NPC’s abilities such as Defense and Class. Any entries not listed here are ignored.

Race and Class


Fantasy Craft NPCs get abbreviated species templates which are provided on page 248. Some class abilities
can be applied with a quality (see Fantasy Craft page 235). Use these options sparingly, applying only the ones
that are the most vital, or iconic to making the NPC memorable in your game.

Armor Class
If the AC value is equal to or greater than 0, subtract that number from 10. If it is lower than 0 (a negative
value), add it as a positive value to 10. Remove Armor Class bonuses from attributes, Size and gear. The NPC
gains the lowest possible Defense grade that includes the result in the Conversion Threat Level column of
Table 6.1 (minimum I) (see Fantasy Craft page 229). If the result is not included in any grade, they gain
Defense X and monstrous defense (grade equal to 1/3 the surplus result, rounded down). If the AD&D armor

11
class bonus is +1 or higher, they also gain damage reduction (1/4 the armor bonus, rounded up, to a maximum
of 10).

Example: The red chaos toad’s AC is 4 which yields a +6 bonus after the initial calculation. Taking into
account gear (None), the Dexterity modifier (None), and the Size modifier (-1) we determine that its natural
armor class bonus is +7. Scanning down the TL 7 column, +7 translates to Defense V. It also gains damage
reduction 2.

Initiative
The NPC’s Initiative grade is equal to its Defense grade (see above).

Example: The red chaos toad’s Defense grade is V, so its Initiative grade becomes V.

Speed/Mobility
Determine whether the NPC is a Walker, Burrower, Flier, or Swimmer as shown on Fantasy Craft page 227.
Multiply the movement by 2.5 feet and round up to nearest multiple of 10. AD&D maneuverability is
ignored. If the creature has a Climb speed listed, add one or more grades of superior climber, depending on the
speed value. Apply the banned action quality if the NPC can’t climb, jump, or swim.

Older editions of AD&D used simplistic symbols to indentify other movement types. Here are their meanings
with X representing the movement speed’s value.

Table 6: AD&D Movement


AD&D Movement Symbol Movement Type

X” Ground speed

/X” Flying speed

//X” Swimming speed

(X”) Burrowing speed

*X” Climbing in a web

@X” Climbing in trees

Example: The red chaos toad can walk so it becomes a Walker with a Speed of 20 ft.

Base Attack
Subtract the THAC0 value from 20. The NPC gains the lowest possible Attack grade that includes their attack
bonus in the Conversion Threat Level column of Table 6.1 (see Fantasy Craft page 229). If the bonus is not
included in any grade, he gains Attack X and monstrous attack (grade equal to 1/3 the surplus bonus, rounded
down).

If the NPC has 1 attack listed, decrease the Attack grade by 1 (down to a minimum of 1). For each 2 attacks
above the first, increase the NPC’s attack grade by 1.

Example: The red chaos toad’s attack bonus is +7, which translates to Attack V. It also has 3 attacks listed so
that increases his Attack to VI.

12
Reach
The NPC’s Reach is determined by its Size. Refer to Table 1: Size Conversion (see above) to find out the
value. If any of the NPC’s AD&D attacks have additional reach, add the reach quality to the corresponding
Fantasy Craft attacks.

Example: The red chaos toad’s Size is Large and it’s tall, which means it gets Reach 2.

Saves
The NPC’s Resilience grade is equal to its Health grade (see above).

Example: The red chaos toad’s Health grade is IV, which translates to Resilience IV.

Alignment
If the NPC’s Alignment is available in the current campaign, he gains the interests quality. Refer to Table 7:
Alignment Conversion

Table 7: Alignment Conversion


AD&D Alignment Fantasy Craft Alignment

Lawful Good Good, Order

Lawful Neutral Order

Lawful Evil Evil, Order

Neutral Good Good

True Neutral -

Neutral Evil Evil

Chaotic Good Chaos, Good

Chaotic Neutral Chaos

Chaotic Evil Chaos, Evil

Example: The red chaos toad is “Chaotic neutral” and gains interests (Alignment (Chaos)).

Step 9: Final Tweaks (Optional)


The conversion’s over but that doesn’t mean you can’t boost or lower stats add or remove qualities in order to
create a really unique NPC.

Step 10: XP Value


Just sum the XP values from all the Fantasy Craft options you’ve applied. If you’ve created new qualities for
the NPC, simply add 1 to 5 XP for each, based on how useful they are.

Here’s our red chaos toad! XP values follow each item with a cost in brackets.

13
Red Chaos Toad (Large Outsider Walker – 79 XP): Str 10, Dex 10, Con 12 [+2], Int 6, Wis 10, Cha 10;
SZ L (2x2, Reach 2 [+1]); Spd 20 ft. ground; Init V [+5]; Atk VI [+6]; Def V [+5]; Res IV [+4]; Health IV
[+4]; Comp III [+3]; Qualities: Damage reduction 2 [+6], infectious conversion [+5], interests (Alignment
[Chaos]), natural spell (Call from Beyond III) [+5], regeneration 2 [+6], spell defense II [+4]

Attacks/Weapons: Bite II [+6] (dmg 1d10 lethal; threat 17-20), Claw I × 2 [+8] (dmg 1d8 lethal; threat 20),
Stunning Croak [+9] (bang damage attack II; 5 ft. blast increment; dmg 1d6 bang per 2 TL, Ref DC 15 for
1/2 damage, upgrades: alternate damage)

Treasure: 1L

Sources:
- Fantasy Craft (2009) Crafty Games
- Conversion Manual (2000) Skip Williams
- Player’s Handbook (1995) TSR
- Dungeon Master Guide (1995) TSR
- Monstrous Manual (1995) TSR
- Revised (v. 3.5) System Reference Document (2003) Wizards of the Coast

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This release of AD&D to Mastercraft Monster Conversion Manual is done under version 1.0a of the Open
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are used according to the terms of the d20 System License version 1.0a. A copy of this License
can be found at www.wizards.com.
Wizards of the Coast® is a registered trademarks of Wizards of the Coast, and are used with permission.
Fantasy Craft™ and all related marks are registered trademarks of Wizards of the Coast, and are used with
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All contents of this release, regardless of designation, are copyrighted year 2010 by Planescraft. All rights
reserved. Reproduction or use without the written permission of the author is expressly forbidden, except for
the purposes of review of use consistent with the limited license above.

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