DnDChick
Demon Queen of Templates
Star Wars d20
Monsters to Creatures
Aberrations, Animals, Dragons, Magical Beasts, Oozes, Plants, and Vermin with Intelligence scores of 6 or lower and with mostly Extraordinary special abilities are the best candidates for conversions as creatures in Star Wars d20. Constructs, Elementals, Fey, Giants, Humanoids, Monstrous Humanoids, Outsiders, Undead and any monster of any other type that has an Intelligence score of 7 or greater and with mostly Supernatural or Spell-Like special abilities are not convertible using these rules.
1. Convert monster type to Star Wars d20 creature type. Use the description of what the monster eats and/or how it hunts as the basis for its Star Wars d20 creature type.
2. Convert D&D monster hit dice to Star Wars d20 creature levels. Change the monster’s hit die type based on the creature type you selected for it in step 1.
3. Convert Armor Class to Defense. This is a direct conversion, and needs no math. Also, take a look at the *type* of natural armor the monster has, if any. If it has hard plates or an exoskeleton or something similar, give it half its natural armor bonus and give it half its natural armor bonus as DR (i.e. a +4 natural armor bonus that comes from hard armor plating would give a +2 armor bonus to defense and DR 2).
4. Convert Speed in feet to Speed in meters. For simplicity’s sake, just divide the Speed in feet by 3 and round all fractions to the nearest whole number.
5. Convert hit points to VP/WP. You will have to calculate the creature’s vitality points since the hit die type most likely changed in step 1. Its wound points are equal to its Constitution score (or more, or less, depending on its size — see the Star Wars d20 core rulebook).
6. Convert base attack bonus. When you converted monster type to creature type in Step 1, the creature’s base attack bonus may have changed. Recalculate the creature’s attack bonuses using its creature type from the Star Wars d20 core rulebook.
7. Convert Special Attacks and Special Qualities to Species Qualities. This is best done on a case by case basis. If the monster has mostly supernatural or spell-like abilities, you should probably either drop them or find some way to explain them scientifically. The only “magic” of the Star Wars universe is the Force, and it isn’t often found in creatures other than sentient beings. (I know — there are exceptions). Remember that there are no “special materials” or magic weapons in Star Wars d20. If a creature has DR, halve the DR value when converting a monster.
8. Convert D&D saves to Star Wars d20 saves. Although the calculations and base statistics for saving throws are the same in both games, which saves are high and which are low may have changed when you converted the monster type to a creature type. Double check to be sure, and re-calculate its saves if they changed.
9. Convert skills. Creatures in Star Wars d20 get a set number of skill points, so the skill ranks of the D&D monster may change. The easiest way to do this is to simply recalculate the number of skill points using the Star Wars d20 method, and re-distribute them amongst the creature’s suggested skills for its creature type.
10. Convert feats. Except for predators, a Star Wars d20 creature has a number of feats equal to 1/3 its level (Hit Dice). For monsters created in D&D 3.5, this means that most of them will have one more feat than they “should” have for a Star Wars d20 creature. There are two ways you can handle this. First, you can simply declare that one of the feats is a bonus feat for the creature. This is the easiest way to handle the feat discrepancy. They other way is to simply drop one feat — but if you do this be sure to take into consideration any changes that might make elsewhere in the creature’s statistics block.
11. Determine the creature’s challenge code. Use the rules in the Star Wars d20 core rulebook.
Example: The heroes have crash-landed their air speeder on a routine exploration mission on Yavin IV. I need a good creature to threaten them with. I like the D&D owlbear, so that’s what I will use.
1. Convert monster type to Star Wars d20 creature type.
The owlbear is most certainly a predator.
2. Convert D&D monster hit dice to Star Wars d20 creature levels.
Predators have d8 for Hit Dice, so I note that I will have to re-calculate the owlbear’s vitality using d8 instead of d10.
3. Convert Armor Class to Defense.
This is a direct conversion, and needs no math.
4. Convert Speed in feet to Speed in meters.
The owlbear’s speed in meters is 10.
5. Convert hit points to VP/WP.
The owlbear as a Star Wars d20 predator has 5d8+25 vitality points, with an average of 47.
6. Convert base attack bonus.
The owlbear’s base attack bonus doesn’t change, since magical beasts and predators both have the same calculation for this (BAB = HD or LEVELS).
7. Convert Special Attacks and Special Qualities to Species Qualities.
The owlbear has no supernatural or spell-like abilities, so that makes my job easier. Both its Scent and its Improved Grab abilities can port over directly.
8. Convert D&D saves to Star Wars d20 saves.
A predator’s high saves are Fortitude and Reflexes, and its low save is Will — the same as for a magical beast. The owl bear’s saving throws need no conversion, so they remain as they are.
9. Convert skills.
Since an owlbear has 5 Hit Dice, it receives 20 skill points as a Star Wars d20 predator. Looking at the skill list for predators, I give it Climb, Hide, Intimidate, Listen, and Spot, each at 4 ranks.
10. Convert feats. Star Wars d20 creatures get only 1 feat every 3 levels, but predators get an extra feat at 1st level.
Since the owlbear already has 2 feats, I don’t have to add or remove any; it has the correct number of feats for a predator with 5 Hit Dice.
11. Determine the creature’s challenge code.
Since the owlbear is a CR 4 creature, it is supposed to be a challenge for 4th level heroes. This makes it a Challenge Code C creature. I could tweak it down to B, though.
Here is the Star Wars d20 version of the owlbear. It’s now ready to tear into some stranded heroes in the jungles of Yavin IV.
Yavin Owlbear: Predator 5; Init +1 (Dex); Defense 15 (−1 size, +1 Dex, +5 natural); Spd 10 m; VP/WP 47/21; Atk +9 melee (1d6+5, [x2] claws); SQ improved grab, scent; SV Fort +9, Ref +5, Will +2; SZ L; Face/Reach 2 m by 2 m/2 m; Str 21, Dex 12, Con 21, Int 2, Wis 12, Cha 10. Challenge Code C.
Skills: Climb +9, Hide +1, Intimidate +4, Listen +7, Spot +7.
Feats: Alertness, Track.
Monsters to Creatures
Aberrations, Animals, Dragons, Magical Beasts, Oozes, Plants, and Vermin with Intelligence scores of 6 or lower and with mostly Extraordinary special abilities are the best candidates for conversions as creatures in Star Wars d20. Constructs, Elementals, Fey, Giants, Humanoids, Monstrous Humanoids, Outsiders, Undead and any monster of any other type that has an Intelligence score of 7 or greater and with mostly Supernatural or Spell-Like special abilities are not convertible using these rules.
1. Convert monster type to Star Wars d20 creature type. Use the description of what the monster eats and/or how it hunts as the basis for its Star Wars d20 creature type.
2. Convert D&D monster hit dice to Star Wars d20 creature levels. Change the monster’s hit die type based on the creature type you selected for it in step 1.
3. Convert Armor Class to Defense. This is a direct conversion, and needs no math. Also, take a look at the *type* of natural armor the monster has, if any. If it has hard plates or an exoskeleton or something similar, give it half its natural armor bonus and give it half its natural armor bonus as DR (i.e. a +4 natural armor bonus that comes from hard armor plating would give a +2 armor bonus to defense and DR 2).
4. Convert Speed in feet to Speed in meters. For simplicity’s sake, just divide the Speed in feet by 3 and round all fractions to the nearest whole number.
5. Convert hit points to VP/WP. You will have to calculate the creature’s vitality points since the hit die type most likely changed in step 1. Its wound points are equal to its Constitution score (or more, or less, depending on its size — see the Star Wars d20 core rulebook).
6. Convert base attack bonus. When you converted monster type to creature type in Step 1, the creature’s base attack bonus may have changed. Recalculate the creature’s attack bonuses using its creature type from the Star Wars d20 core rulebook.
7. Convert Special Attacks and Special Qualities to Species Qualities. This is best done on a case by case basis. If the monster has mostly supernatural or spell-like abilities, you should probably either drop them or find some way to explain them scientifically. The only “magic” of the Star Wars universe is the Force, and it isn’t often found in creatures other than sentient beings. (I know — there are exceptions). Remember that there are no “special materials” or magic weapons in Star Wars d20. If a creature has DR, halve the DR value when converting a monster.
8. Convert D&D saves to Star Wars d20 saves. Although the calculations and base statistics for saving throws are the same in both games, which saves are high and which are low may have changed when you converted the monster type to a creature type. Double check to be sure, and re-calculate its saves if they changed.
9. Convert skills. Creatures in Star Wars d20 get a set number of skill points, so the skill ranks of the D&D monster may change. The easiest way to do this is to simply recalculate the number of skill points using the Star Wars d20 method, and re-distribute them amongst the creature’s suggested skills for its creature type.
10. Convert feats. Except for predators, a Star Wars d20 creature has a number of feats equal to 1/3 its level (Hit Dice). For monsters created in D&D 3.5, this means that most of them will have one more feat than they “should” have for a Star Wars d20 creature. There are two ways you can handle this. First, you can simply declare that one of the feats is a bonus feat for the creature. This is the easiest way to handle the feat discrepancy. They other way is to simply drop one feat — but if you do this be sure to take into consideration any changes that might make elsewhere in the creature’s statistics block.
11. Determine the creature’s challenge code. Use the rules in the Star Wars d20 core rulebook.
Example: The heroes have crash-landed their air speeder on a routine exploration mission on Yavin IV. I need a good creature to threaten them with. I like the D&D owlbear, so that’s what I will use.
1. Convert monster type to Star Wars d20 creature type.
The owlbear is most certainly a predator.
2. Convert D&D monster hit dice to Star Wars d20 creature levels.
Predators have d8 for Hit Dice, so I note that I will have to re-calculate the owlbear’s vitality using d8 instead of d10.
3. Convert Armor Class to Defense.
This is a direct conversion, and needs no math.
4. Convert Speed in feet to Speed in meters.
The owlbear’s speed in meters is 10.
5. Convert hit points to VP/WP.
The owlbear as a Star Wars d20 predator has 5d8+25 vitality points, with an average of 47.
6. Convert base attack bonus.
The owlbear’s base attack bonus doesn’t change, since magical beasts and predators both have the same calculation for this (BAB = HD or LEVELS).
7. Convert Special Attacks and Special Qualities to Species Qualities.
The owlbear has no supernatural or spell-like abilities, so that makes my job easier. Both its Scent and its Improved Grab abilities can port over directly.
8. Convert D&D saves to Star Wars d20 saves.
A predator’s high saves are Fortitude and Reflexes, and its low save is Will — the same as for a magical beast. The owl bear’s saving throws need no conversion, so they remain as they are.
9. Convert skills.
Since an owlbear has 5 Hit Dice, it receives 20 skill points as a Star Wars d20 predator. Looking at the skill list for predators, I give it Climb, Hide, Intimidate, Listen, and Spot, each at 4 ranks.
10. Convert feats. Star Wars d20 creatures get only 1 feat every 3 levels, but predators get an extra feat at 1st level.
Since the owlbear already has 2 feats, I don’t have to add or remove any; it has the correct number of feats for a predator with 5 Hit Dice.
11. Determine the creature’s challenge code.
Since the owlbear is a CR 4 creature, it is supposed to be a challenge for 4th level heroes. This makes it a Challenge Code C creature. I could tweak it down to B, though.
Here is the Star Wars d20 version of the owlbear. It’s now ready to tear into some stranded heroes in the jungles of Yavin IV.
Yavin Owlbear: Predator 5; Init +1 (Dex); Defense 15 (−1 size, +1 Dex, +5 natural); Spd 10 m; VP/WP 47/21; Atk +9 melee (1d6+5, [x2] claws); SQ improved grab, scent; SV Fort +9, Ref +5, Will +2; SZ L; Face/Reach 2 m by 2 m/2 m; Str 21, Dex 12, Con 21, Int 2, Wis 12, Cha 10. Challenge Code C.
Skills: Climb +9, Hide +1, Intimidate +4, Listen +7, Spot +7.
Feats: Alertness, Track.
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