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<blockquote data-quote="Cleon" data-source="post: 5769995" data-attributes="member: 57383"><p><strong>Megaloman Working Draft</strong></p><p></p><p><span style="font-size: 15px"><strong>Megalofolk (Template)</strong></span></p><p><em></em></p><p><em>A grotesquely muscular humanoid. It resembles an oversized human who's body has been swollen with extra flesh and bone.</em></p><p></p><p> Megalofolk are giant humanoids created via yuan-ti cloning experiments. They are magically indoctrinated to infallibly obey their yuan-ti masters during the creation process. Yuan-ti use megalofolk slaves as brute labour and disposable warriors, particularly in areas unsuited for cold-blooded reptiles.</p><p> </p><p>Each generation of megalofolk is slightly larger than its clone predecessors. Originally, the cloning process only worked on humans, but yuan-ti have figured out how to create megalofolk out of histachii, and rumors persist that at least one pureblood found a way to clone himself. </p><p></p><p><span style="font-size: 12px"> <strong>Creating a Megalofolk</strong></span></p><p>"First Generation Megalofolk", "Second Generation Megalofolk" and "Third Generation Megalofolk" are templates that can be added to any human (referred to hereafter as the "base creature"). The templates use all the base creature's statistics and special abilities except as noted here.</p><p></p><p><strong>Size and Type:</strong> Type changes to Monstrous humanoid. Do not recalculate the base creature's Hit Dice, Base Attack Bonus, or Base Saves. A first generation megalofolk has the same size category as the base creature. A second or third generation megalofolk is one size category larger than the base creature.</p><p></p><p><strong>Hit Dice:</strong> Same as base creature.</p><p></p><p><strong>Speed:</strong> Same as base creature.</p><p></p><p><strong>Armor Class:</strong> A megalman's gains a natural armor bonus equal to its generation (e.g. second generation megalofolk gain +2 natural armor). If the base creature lacks natural armor, it gains natural armor equal to its generation.</p><p></p><p><strong>Attack:</strong> A megalofolk retains all the attacks of the base creature and also gains a slam attack if it didn't already have one. If the base creature has proficiency in any weapons, the megalofolk retains this ability. A creature with natural weapons retains those natural weapons. A megalofolk fighting without weapons uses either its slam attack or its primary natural weapon (if it has any). A megalofolk armed with a weapon uses its slam or a weapon, as it desires. </p><p></p><p><strong>Full Attack:</strong> A megalofolk fighting without weapons uses either its slam attack (see above) or its natural weapons (if it has any). If armed with a weapon, it can use the weapon as its primary attack along with a slam or other natural weapon as a natural secondary attack.</p><p></p><p><strong>Damage:</strong> A second or third generation megalofolk has natural weapons that do damage one step higher than the base creature, a first generation megalofolk has natural weapons that retain the damage values of the base creature. Megalofolk usually use Large-sized weapons which do damage according to their size.</p><p></p><p>Megalofolk have slam attacks. This does 1d4 damage for Medium-sized megalofolk or 1d6 damage for Large-sized megalofolk. If the base creature has a slam attack that does better damage, use that value instead.</p><p></p><p><strong>Space/Reach:</strong> First and second generation megalofolk have the standard reach of a tall creature of their size category. Third generation megalofolk have the reach of a tall creature of their size category plus an additional 5 feet of reach.</p><p></p><p><strong>Special Attacks:</strong> A Megalofolk retains all the special attacks of the base creature.</p><p></p><p><strong>Special Qualities:</strong> A Megalofolk retains all the special attacks of the base creature and gains those described below.</p><p></p><p><strong><em>Powerful Build (Ex):</em></strong> The physical stature of first generation megalofolk lets them function in many ways as if they were one size category larger. Whenever a first generation megalofolk is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the megalofolk is treated as one size larger if doing so is advantageous to him. The megalofolk is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A first-generation megalofolk can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.</p><p></p><p><em><strong>Yuan-ti Conditioning (Ex):</strong></em> A yuan-ti using a Charisma-based skill against a megalofolk always succeeds. A megalofolk automatically fails all saving throws againts the mind-affecting spells and abilities of yuan-ti.</p><p></p><p><strong>Abilities:</strong> Modify the base creature's ability scores as follows:</p><p></p><p>First generation megalofolk - Str +4, Dex -2, Con -2, Int -4, Cha -4.</p><p>Second generation megalofolk - Str +6, Dex -2, Con +0, Int -4, Cha -4.</p><p>Third generation megalofolk - Str +8, Dex -4, Con +2, Int -4, Cha -4.</p><p></p><p><strong>Skills:</strong> As base creature. The Megalofolk will lose skill ranks because of its reduced intelligence.</p><p></p><p><strong>Feats:</strong> Same as base creature.</p><p></p><p><strong>Environment:</strong> Any land</p><p><strong>Organization:</strong> Solitary, gang (2-5) or warband (6-24).</p><p><strong>Challenge Rating:</strong> Same as the base creature +1 for 1st or 2nd generation, +2 for 3rd generation.</p><p><strong>Treasure:</strong> Same as the base creature.</p><p><strong>Alignment:</strong> Usually lawful evil.</p><p><strong>Advancement:</strong> By character class.</p><p><strong>Level Adjustment:</strong> Same as the base creature +1 for 1st generation, +2 for 2nd or 3rd generation.</p><p></p><p><span style="font-size: 15px"> <strong>Sample Megalofolk</strong></span></p><p>The following sample creatures have gained the Megalofolk template.</p><p></p><p><strong><span style="font-size: 12px">First Generation Megalofolk</span></strong></p><p><strong>2nd level non-elite megalofolk warrior</strong></p><p>Medium Monstrous Humanoid</p><p>Hit Dice: 2d8 (9 hp)</p><p>Initiative: -1</p><p>Speed: 20 ft. (4 squares, base speed 30 ft.)</p><p>Armor Class: 14 (-1 Dex, +4 scale mail, +1 natural), touch 9, flat-footed 14</p><p>Base Attack/Grapple: +2/+5</p><p>Attack: Longspear +5 melee (2d6+4) or trident +5 melee (2d6+4) or slam +5 melee (1d4+3) or trident +1 ranged (1d8+3)</p><p>Full Attack: Longspear +5 melee (2d6+4); or trident +5 melee (2d6+3) and slam +0 melee (1d4+1); or slam +5 melee (1d4+3); or trident +1 ranged (1d8+3)</p><p>Space/Reach: 5 ft./5 ft. (15 ft. with longspear)</p><p>Special Attacks: —</p><p>Special Qualities: Powerful build, yuan-ti conditioning</p><p>Saves: Fort +3, Ref -1, Will -1</p><p>Abilities: Str 17, Dex 9, Con 10, Int 6, Wis 9, Cha 4</p><p>Skills: Climb +0, Jump -5, Swim -3</p><p>*Skills would be Climb +4, Jump +5, Swim +5 if the megalofolk didn't have penalties from its scale armor</p><p>Feats: Power Attack</p><p>Environment: Any land</p><p>Organization: Solitary, gang (2-5) or warband (6-24)</p><p>Challenge Rating: 2</p><p>Treasure: Standard</p><p>Alignment: Usually lawful evil</p><p>Advancement: By character class</p><p>Level Adjustment: +1</p><p></p><p> The first generation megalofolk presented here is based on a 2nd-level human warrior, using the following base ability scores: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.</p><p></p><p><strong><span style="font-size: 12px">Second Generation </span></strong><strong><span style="font-size: 12px">Megalofolk</span></strong></p><p><strong>3rd level non-elite megalofolk warrior</strong></p><p>Large Monstrous Humanoid</p><p> Hit Dice: 3d8+3 (19 hp)</p><p> Initiative: -1</p><p> Speed: 20 ft. (4 squares, base speed 30 ft.)</p><p> Armor Class: 15 (-1 size, -1 Dex, +5 chainmail, +2 natural), touch 8, flat-footed 15</p><p> Base Attack/Grapple: +3/+11</p><p> Attack: Falchion +7 melee (2d6+6/18-20) or slam +6 melee (1d6+4) or shortbow +2 ranged (1d8/×3)</p><p> Full Attack: Falchion +7 melee (2d6+6/18-20) or slam +6 melee (1d6+4) or shortbow +2 ranged (1d8/×3)</p><p> Space/Reach: 10 ft./10 ft.</p><p> Special Attacks: —</p><p> Special Qualities: Yuan-ti conditioning</p><p> Saves: Fort +4, Ref +0, Will +0</p><p> Abilities: Str 19, Dex 9, Con 12, Int 6, Wis 9, Cha 4</p><p> Skills: Climb +1, Jump -5, Swim -3</p><p>*Skills would be Climb +6, Jump +6, Swim +6 if the megalofolk didn't have penalties from its chainmail armor</p><p> Feats: Power Attack, Weapon Focus (falchion)</p><p> Environment: Any land</p><p> Organization: Solitary, gang (2-5) or warband (6-24)</p><p> Challenge Rating: 3</p><p> Treasure: Standard</p><p>Alignment: Usually lawful evil</p><p>Advancement: By character class</p><p> Level Adjustment: +2</p><p></p><p> The second generation megalofolk presented here is based on a 3rd-level human warrior, using the following base ability scores: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.</p><p></p><p> <span style="font-size: 12px"> <strong>Third Generation </strong></span><strong><span style="font-size: 12px">Megalofolk</span></strong></p><p><strong>4th level elite megalofolk fighter</strong></p><p><strong></strong> Large Monstrous Humanoid</p><p> Hit Dice: 4d10+12 (34 hp)</p><p> Initiative: -1</p><p> Speed: 20 ft. (4 squares, base speed 30 ft.)</p><p> Armor Class: 18 (-1 size, -1 Dex, +5 breastplate, +2 heavy wooden shield, +3 natural), touch 8, flat-footed 18</p><p> Base Attack/Grapple: +4/+15</p><p> Attack: Warhammer +11 melee (2d6+9/×3) or trident +10 melee (2d6+7) or slam +10 melee (1d6+7) or trident +3 ranged (1d8+7)</p><p> Full Attack: Warhammer +11 melee (2d6+9/×3) or trident +10 melee (2d6+7) or slam +10 melee (1d6+7) or trident +3 ranged (1d8+7)</p><p> Space/Reach: 10 ft./15 ft.</p><p> Special Attacks: —</p><p> Special Qualities: Yuan-ti conditioning</p><p> Saves: Fort +3, Ref -1, Will -3</p><p> Abilities: Str 24, Dex 9, Con 16, Int 6, Wis 12, Cha 4</p><p> Skills: Climb +5, Jump +0, Swim +1</p><p>*Skills would be Climb +9, Jump +10, Swim +9 if the megalofolk didn't have penalties from its chainmail armor</p><p> Feats: Cleave, Improved Sunder, Power Attack, Weapon Focus (warhammer), Weapon Specialization (warhammer)</p><p> Environment: Any land</p><p> Organization: Solitary, gang (2-5) or warband (6-24)</p><p> Challenge Rating: 6</p><p> Treasure: Standard</p><p>Alignment: Usually lawful evil</p><p>Advancement: By character class</p><p> Level Adjustment: +2</p><p></p><p> The third generation megalofolk presented here is based on a 4th-level human fighter, using the following base ability scores: Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 8. The ability advancement it acquired from gaining 4 HD was assigned to Strength.</p></blockquote><p></p>
[QUOTE="Cleon, post: 5769995, member: 57383"] [b]Megaloman Working Draft[/b] [SIZE=4][B]Megalofolk (Template)[/B][/SIZE] [I] A grotesquely muscular humanoid. It resembles an oversized human who's body has been swollen with extra flesh and bone.[/I] Megalofolk are giant humanoids created via yuan-ti cloning experiments. They are magically indoctrinated to infallibly obey their yuan-ti masters during the creation process. Yuan-ti use megalofolk slaves as brute labour and disposable warriors, particularly in areas unsuited for cold-blooded reptiles. Each generation of megalofolk is slightly larger than its clone predecessors. Originally, the cloning process only worked on humans, but yuan-ti have figured out how to create megalofolk out of histachii, and rumors persist that at least one pureblood found a way to clone himself. [SIZE=3] [B]Creating a Megalofolk[/B][/SIZE] "First Generation Megalofolk", "Second Generation Megalofolk" and "Third Generation Megalofolk" are templates that can be added to any human (referred to hereafter as the "base creature"). The templates use all the base creature's statistics and special abilities except as noted here. [B]Size and Type:[/B] Type changes to Monstrous humanoid. Do not recalculate the base creature's Hit Dice, Base Attack Bonus, or Base Saves. A first generation megalofolk has the same size category as the base creature. A second or third generation megalofolk is one size category larger than the base creature. [B]Hit Dice:[/B] Same as base creature. [B]Speed:[/B] Same as base creature. [B]Armor Class:[/B] A megalman's gains a natural armor bonus equal to its generation (e.g. second generation megalofolk gain +2 natural armor). If the base creature lacks natural armor, it gains natural armor equal to its generation. [B]Attack:[/B] A megalofolk retains all the attacks of the base creature and also gains a slam attack if it didn't already have one. If the base creature has proficiency in any weapons, the megalofolk retains this ability. A creature with natural weapons retains those natural weapons. A megalofolk fighting without weapons uses either its slam attack or its primary natural weapon (if it has any). A megalofolk armed with a weapon uses its slam or a weapon, as it desires. [B]Full Attack:[/B] A megalofolk fighting without weapons uses either its slam attack (see above) or its natural weapons (if it has any). If armed with a weapon, it can use the weapon as its primary attack along with a slam or other natural weapon as a natural secondary attack. [B]Damage:[/B] A second or third generation megalofolk has natural weapons that do damage one step higher than the base creature, a first generation megalofolk has natural weapons that retain the damage values of the base creature. Megalofolk usually use Large-sized weapons which do damage according to their size. Megalofolk have slam attacks. This does 1d4 damage for Medium-sized megalofolk or 1d6 damage for Large-sized megalofolk. If the base creature has a slam attack that does better damage, use that value instead. [B]Space/Reach:[/B] First and second generation megalofolk have the standard reach of a tall creature of their size category. Third generation megalofolk have the reach of a tall creature of their size category plus an additional 5 feet of reach. [B]Special Attacks:[/B] A Megalofolk retains all the special attacks of the base creature. [B]Special Qualities:[/B] A Megalofolk retains all the special attacks of the base creature and gains those described below. [B][I]Powerful Build (Ex):[/I][/B] The physical stature of first generation megalofolk lets them function in many ways as if they were one size category larger. Whenever a first generation megalofolk is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the megalofolk is treated as one size larger if doing so is advantageous to him. The megalofolk is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A first-generation megalofolk can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category. [I][B]Yuan-ti Conditioning (Ex):[/B][/I] A yuan-ti using a Charisma-based skill against a megalofolk always succeeds. A megalofolk automatically fails all saving throws againts the mind-affecting spells and abilities of yuan-ti. [B]Abilities:[/B] Modify the base creature's ability scores as follows: First generation megalofolk - Str +4, Dex -2, Con -2, Int -4, Cha -4. Second generation megalofolk - Str +6, Dex -2, Con +0, Int -4, Cha -4. Third generation megalofolk - Str +8, Dex -4, Con +2, Int -4, Cha -4. [B]Skills:[/B] As base creature. The Megalofolk will lose skill ranks because of its reduced intelligence. [B]Feats:[/B] Same as base creature. [B]Environment:[/B] Any land [B]Organization:[/B] Solitary, gang (2-5) or warband (6-24). [B]Challenge Rating:[/B] Same as the base creature +1 for 1st or 2nd generation, +2 for 3rd generation. [B]Treasure:[/B] Same as the base creature. [B]Alignment:[/B] Usually lawful evil. [B]Advancement:[/B] By character class. [B]Level Adjustment:[/B] Same as the base creature +1 for 1st generation, +2 for 2nd or 3rd generation. [SIZE=4] [B]Sample Megalofolk[/B][/SIZE] The following sample creatures have gained the Megalofolk template. [B][SIZE=3]First Generation Megalofolk[/SIZE] 2nd level non-elite megalofolk warrior[/B] Medium Monstrous Humanoid Hit Dice: 2d8 (9 hp) Initiative: -1 Speed: 20 ft. (4 squares, base speed 30 ft.) Armor Class: 14 (-1 Dex, +4 scale mail, +1 natural), touch 9, flat-footed 14 Base Attack/Grapple: +2/+5 Attack: Longspear +5 melee (2d6+4) or trident +5 melee (2d6+4) or slam +5 melee (1d4+3) or trident +1 ranged (1d8+3) Full Attack: Longspear +5 melee (2d6+4); or trident +5 melee (2d6+3) and slam +0 melee (1d4+1); or slam +5 melee (1d4+3); or trident +1 ranged (1d8+3) Space/Reach: 5 ft./5 ft. (15 ft. with longspear) Special Attacks: — Special Qualities: Powerful build, yuan-ti conditioning Saves: Fort +3, Ref -1, Will -1 Abilities: Str 17, Dex 9, Con 10, Int 6, Wis 9, Cha 4 Skills: Climb +0, Jump -5, Swim -3 *Skills would be Climb +4, Jump +5, Swim +5 if the megalofolk didn't have penalties from its scale armor Feats: Power Attack Environment: Any land Organization: Solitary, gang (2-5) or warband (6-24) Challenge Rating: 2 Treasure: Standard Alignment: Usually lawful evil Advancement: By character class Level Adjustment: +1 The first generation megalofolk presented here is based on a 2nd-level human warrior, using the following base ability scores: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8. [B][SIZE=3]Second Generation [/SIZE][/B][B][SIZE=3]Megalofolk[/SIZE] 3rd level non-elite megalofolk warrior[/B] Large Monstrous Humanoid Hit Dice: 3d8+3 (19 hp) Initiative: -1 Speed: 20 ft. (4 squares, base speed 30 ft.) Armor Class: 15 (-1 size, -1 Dex, +5 chainmail, +2 natural), touch 8, flat-footed 15 Base Attack/Grapple: +3/+11 Attack: Falchion +7 melee (2d6+6/18-20) or slam +6 melee (1d6+4) or shortbow +2 ranged (1d8/×3) Full Attack: Falchion +7 melee (2d6+6/18-20) or slam +6 melee (1d6+4) or shortbow +2 ranged (1d8/×3) Space/Reach: 10 ft./10 ft. Special Attacks: — Special Qualities: Yuan-ti conditioning Saves: Fort +4, Ref +0, Will +0 Abilities: Str 19, Dex 9, Con 12, Int 6, Wis 9, Cha 4 Skills: Climb +1, Jump -5, Swim -3 *Skills would be Climb +6, Jump +6, Swim +6 if the megalofolk didn't have penalties from its chainmail armor Feats: Power Attack, Weapon Focus (falchion) Environment: Any land Organization: Solitary, gang (2-5) or warband (6-24) Challenge Rating: 3 Treasure: Standard Alignment: Usually lawful evil Advancement: By character class Level Adjustment: +2 The second generation megalofolk presented here is based on a 3rd-level human warrior, using the following base ability scores: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8. [SIZE=3] [B]Third Generation [/B][/SIZE][B][SIZE=3]Megalofolk[/SIZE] 4th level elite megalofolk fighter [/B] Large Monstrous Humanoid Hit Dice: 4d10+12 (34 hp) Initiative: -1 Speed: 20 ft. (4 squares, base speed 30 ft.) Armor Class: 18 (-1 size, -1 Dex, +5 breastplate, +2 heavy wooden shield, +3 natural), touch 8, flat-footed 18 Base Attack/Grapple: +4/+15 Attack: Warhammer +11 melee (2d6+9/×3) or trident +10 melee (2d6+7) or slam +10 melee (1d6+7) or trident +3 ranged (1d8+7) Full Attack: Warhammer +11 melee (2d6+9/×3) or trident +10 melee (2d6+7) or slam +10 melee (1d6+7) or trident +3 ranged (1d8+7) Space/Reach: 10 ft./15 ft. Special Attacks: — Special Qualities: Yuan-ti conditioning Saves: Fort +3, Ref -1, Will -3 Abilities: Str 24, Dex 9, Con 16, Int 6, Wis 12, Cha 4 Skills: Climb +5, Jump +0, Swim +1 *Skills would be Climb +9, Jump +10, Swim +9 if the megalofolk didn't have penalties from its chainmail armor Feats: Cleave, Improved Sunder, Power Attack, Weapon Focus (warhammer), Weapon Specialization (warhammer) Environment: Any land Organization: Solitary, gang (2-5) or warband (6-24) Challenge Rating: 6 Treasure: Standard Alignment: Usually lawful evil Advancement: By character class Level Adjustment: +2 The third generation megalofolk presented here is based on a 4th-level human fighter, using the following base ability scores: Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 8. The ability advancement it acquired from gaining 4 HD was assigned to Strength. [/QUOTE]
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