Conversion Rules

Ability Relations D&D: STR(S) DEX(A,D) CON(E) INT(K) WIS(W,C) CHA(P)

Pal: PS(S) PE(E) PP(D) PB(P) SPD(A) MA(P) ME(W) IQ(K,C)

CPunk: INT(C,K) TECH(K,D) LUCK() COOL(W) BODY(S,E) REF(D) MA(A) ATTR(P) EMP(P)

Quick guide to converting a monster from d20: In the end you should try to end up with a level approxmiately the same as the CR of the original creature.

Size Levels(removing DnD Size levels): Old D&D Size Str* Str Dex Con Natural Armor Fine -8 +8-10 +10 -8 +2 0 Diminutive -6 +6-10 +8 -6 +2 0 Tiny -4 +4-8 +6 -4 +2 0 Small -2 +2-4 +2 -2 +2 0 Medium 0 0 0 0 0 0 Large +2 -2-8 -4 +2 -4 -2 Huge +4 -4-16 -8 +4 -8 -5 Gargatuan +6 -6-24 -12 +4 -12 -9 Colossal +8 -8-32 -18 +4 -16 -14 Scale Damage to medium as well.

Abilities: Str = Str/2 End = Con/2 + Great Fortitude(2) Dex = Dex/2 Agi = Dex/4 + (Speed / (Space * 2)) + Lightning Reflexes(2) Pre = Cha/2 Wil = Wis/2 + Iron Will(2) Kno = Int/2 Cun = Wis/2 + Alertness(2)

or Str = Str/2 End = Con/2 Dex = Dex/3 + Str/6 Agi = Dex/3 + Con/6 Cun = Wis/3 + Int/6 Kno = Int/2 Pre = Cha/2 Wil = Wis/3 + Cha/6

Armor Natural DR = Natural Armor + any natural DR Note: this adds to the size level Adjustment

Damage: Damage = approx Max Damage / 2. Note: this adds to the size level Adjustment

Skill(Ranks): Toughness = HD Weapon Use: = BAB Armor Affinity = as per armor used Power Attack = BAB, if has the feat Resist F/H/T = Base Fort (Fort - Con adj - Feats) Resist P/D = Base Fort (Fort - Con adj - Feats) Dodge = Base Ref (Ref - Dex adj - Feats) + Dodge or Deflection bonuses Parry = BAB if has a shield Roll = Base Ref (Ref - Dex adj - Feats) Running = Speed(ft) * 4/5 - AGI - 18 Resist H/I = Base Will (Will - Wis adj - Feats) Resist MAD/T = Base Will (Will - Wis adj - Feats) Resist MC/P = Base Will (Will - Wis adj - Feats) Combat Expertise = BAB, if has the feat Initiative = any intiative bonus beyond Dex Tracking = Appropriate notice skill or BAB, if has the feat Most skills = Old Skill - 2 Any spell effect can be picked up as a skill. (good way to do dragon breath)

Feats: Feats the creature has should be moved to skills or counted here Each form of natural movement beyond the first Every Special Attack Every Special Quality Every Attack beyond those provided by attack skill Most monsters have the improved toughness feat. Base Natural attack damage over 3 + Size Base Natural damage resistance over 2 + Size

Level: Min Level = # feats - 4 Min Level = Max skill - 1 Min Level = (total stat points - 50) * 2 Min Level = (total skill ranks / 19) Target Level = CR (1/X => 2-X)

Finishing Touches: You want to try to bring the level of all the above calculations as close as possible so try to move feats to skills, and drop max skill level with skill focus. For more unsual abilities consider adding an inate cast spell skill. Animals and Magical beaasts may have a larger portion of there points tied up in Ability Scores.

Speed: Natural Speed = 9 + (Skill + AGI)/2 yards Walk Running Swim Swimming Fly Acrobatics or jumping Climb Climbing

Seven-Headed Hydra Size/Type: Huge Magical Beast Hit Dice: 7d10+38 (77 hp) Initiative: +1 Speed: 20 ft. (4 squares), swim 20 ft. Armor Class: 17 (-2 size, +1 Dex, +8 natural), touch 9, flat-footed 16 Base Attack/Grapple: +7/+19 Attack: 7 bites +10 melee (1d10+4) Full Attack: 7 bites +10 melee (1d10+4) Space/Reach: 15 ft./10 ft. Special Attacks: — Special Qualities: Darkvision 60 ft., fast healing 17, low-light vision, scent Saves: Fort +10, Ref +6, Will +4 Abilities: Str 19, Dex 12, Con 20, Int 2, Wis 10, Cha 9 Skills: Listen +7, Spot +7, Swim +12 Feats: Combat ReflexesB, Iron Will, Toughness, Weapon Focus (bite) Environment: Temperate marshes (Pyro: Warm marshes) (Cryo: Cold marshes) Organization: Solitary Challenge Rating: 6 (normal); 8 (pyro- or cryo-) Treasure: 1/10 coins; 50% goods; 50% items Alignment: Usually neutral Advancement: — Level Adjustment: —

Reverted to Size Medium Str 11, Dex 16, Con 12, Int 2, Wis 10, Cha 9, Nat Arm +3, bite(1d6)

Size: +4 Str 5, End 6, Dex 8, Agi 4, Pre 4, Wil 7, Kno 1, Cun 5, DR 3, bite (3)

Seven-Headed Hydra Type: Magical Beast Size: +4 Space/Reach: 6 yards/4 yards HP: 33 (+12 End, +7 Toughness, +7 Level, +7 Improved Toughness) Speed: 10 yards, swim 14 yards Armor: 7 (+4 size, +3 natural) Attack: 7 bites +10 (+7 skill, +2 Skill Focus, +5 Str, -4 size) 7 BD (+3 base, +4 size) Full Attack: 7 bites +10 (+7 skill, +2 Skill Focus, +5 Str, -4 size) 7 BD (+3 base, +4 size) Abilities: Str 5, End 6, Dex 8, Agi 4, Pre 4, Wil 7, Kno 1, Cun 5 Skills:
Toughness +7 Notice Sound +5 Notice Sight +5 Notice Smell/Taste +5 Track +5 Swim +6 Weapon Use: Unarmed +7 Weapon Use: Grapple +7 Resist F/H/T +5 Resist P/D +5 Dodge +5 Roll +5 Resist H/I +2 Resist MAD/T +2 Resist MC/P +2 Recovery +7 Feats:
Darkvision 60 ft. (instead of normal vision) low-light vision, Improved Toughness, Skill Focus - Weapon Use: Unarmed (instead of Weapon Focus (bite)) Second Wind (instead of Fast Healing) Natural Swim Natural DR 7 Natural attacks (5 feats) Environment: Temperate marshes Organization: Solitary Level: 7 (166/ 240 IP) Treasure: 1/10 coins; 50% goods; 50% items

Rounded out to fill-out point expenses: I gave it an innate spell ability making it more like a pyrohydra, but with acid breath

Seven-Headed Hydra Type: Magical Beast Size: +4 Space/Reach: 4 yards/4 yards HP: 42 (+22 End, +7 Toughness, +6 Level, +7 Improved Toughness) Speed: 10 yards, swim 14 yards Armor: 8 (+4 size, +4 natural) Attack: 7 bites +13 (+7 skill, +2 Skill Focus, +8 Str, -4 size) 7 BD (+3 base, +4 size) Full Attack: 7 bites +13 (+7 skill, +2 Skill Focus, +8 Str, -4 size) 7 BD (+3 base, +4 size) Abilities(106): Str 8, End 11, Dex 9, Agi 4, Pre 6, Wil 7, Kno 1, Cun 7 Skills(120):
Toughness +7 Toughness, Improved +7 Notice Sound +6 Notice Sight +6 Notice Smell/Taste +6 Track +6 Swim +7 Weapon Use: Unarmed +7 Weapon Use: Grapple +7 Resist F/H/T +6 Resist P/D +6 Dodge +6 Roll +6 Resist H/I +3 Resist MAD/T +3 Resist MC/P +3 Recovery +7 Cast Spell: Acid Breath (DC 24) +7 (Cun) Cast Spell: Regenerate Heads (DC 20 + number of heads regenerated) +7 (End) Survival: Swamp +7 Feats:
Darkvision 60 ft. (instead of normal vision) low-light vision, Skill Focus - Weapon Use: Unarmed (instead of Weapon Focus (bite)) Second Wind (instead of Fast Healing) Natural Swim Natural DR (HP/10) 7 Natural attacks (5 feats) Weakness: Easily Targetable Feature: Heads(HP/10) Head damage counts as body damage as well. When the Head takes (HP/8) 5 damage it becomes a stump. Stumps cannot attack. Stumps cannot be further damaged. Regenerate Heads spell heals damage equal to the amount the regenerated heads have. So if 2 heads were regenerated the hydra would recover 10 HP. Stumps that have taken energy damage cannot be regenerated. Area effect energy attacks that hit the hydra hit all stumps. A Hydra with less than 4 regeneratable heads/stumps will flee if possible. Environment: Temperate marshes Organization: Solitary Level: 6 (226/ 220-240 IP) Treasure: 1/10 coins; 50% goods; 50% items