Neverland
- Based on the Neverland by Andrew Kolb.
- Conversion by [David Schirduan](https://www.technicalgrimoire.com/].
General Notes
- I tried to be as consistent as possible when converting creatures. But some of the 5e stats are a little silly, so you will probably want to tweak things a bit. E.g. Peter Pan probably doesn’t need crazy high stats.
- These stats don’t include the FULL statblock, please consult the text for additional abilities and details.
Creatures
Abhartachs 4 HP, 1 Armor, 11 STR, 10 DEX, 7 WIL, bite (d6+1)
Haunted looking dwarves w/ dead skin, wide eyes
Alp-Luachras 1 HP, 6 STR, 7 DEX, 5 WIL
Food being consumed by invisible beast!
Bath Bears 8 HP, 3 Armor, 16 STR, 8 DEX, 6 WIL, claws (2d8)
Large rocky creature, hides well
Blue-Billed Pelicans 3 HP, 7 STR, 9 DEX, 6 WIL, beak (d6+2)
Blue Men 3 HP, 8 STR, 6 DEX, 14 WIL, claw (d8)
Wearing soggy black suit. Hate boats and sailors.
Speaks a rhyme, and the target must rhyme along.
Bog Bodies 7 HP, 12 STR, 5 DEX, 5 WIL, claws (2d8)
Soaked zombie. Grass doll in chest.
Paralyzing Shriek
Brollachan 9 HP, 18 STR, 8 DEX, 8 WIL, engulf (2d8)
Hear or see it, and get engulfed
Cait Sith 6 HP, 6 STR, 6 DEX, 14 WIL, claw (d4)
Fat cat with intelligence in its eyes.
Cassowars 6 HP, 1 Armor, 13 STR, 12 DEX, 8 WIL, talon (d10)
Feathered velociraptors. Big dumb eyes.
The Clurichaun 5 HP, 11 STR, 6 DEX, 14 WIL, punch (2d6)
If Santa Claus brewed beer.
Can compel truth and charm targets.
Corn Dollys 1 HP, 4 STR, 4 DEX, 6 WIL
Small straw doll that moves like a person.
Redirect damage to its creator.
Croc Spawn 4 HP, 1 Armor, 14 STR, 12 DEX, 8 WIL, bite (d10)
Jaws only open if it hears an alarm.
Its eye is a ticking clock face.
The Croc 24 HP, 3 Armor, 40 STR, 20 DEX, 30 WIL, Deadly
As big as a house. And ornery.
The Cunning Folk 7 HP, 12 STR, 7 DEX, 14 WIL, dagger (d4)
Old souls with a spark of youth; animal companion
Dandy Dogs 5 HP, 1 Armor, 11 STR, 13 DEX, 7 WIL, bite (d6)
Damage can only be healed with fresh water
Black dogs that hover above the ground
Dagger-Toothed Tigers 4 HP, 13 STR, 12 DEX, 6 WIL, claws (2d4)
Tiger with silver teeth
Diplocauluses 5 HP, 1 Armor, 15 STR, 8 DEX, 6 WIL, bite (2d6)
Hammerhead shark meets alligator
Duck Regents 2 HP, 4 STR, 7 DEX, 8 WIL, bill (d4)
Magic bounces off
Dun Swine 3 HP, 7 STR, 6 DEX, 4 WIL, charge (d6+1)
Elephant Clams 4 HP, 2 Armor, 12 STR, 6 DEX, 4 WIL, digest (2d6)
Pearls contain new spells
Fachan 4 HP, 12 STR, 8 DEX, 8 WIL, club (drop to 1 STR)
One arm, one leg, one eye, one club, etc
Only damage rolls of 1 can hurt it.
Far Darrig 6 HP, 14 STR, 12 DEX, 11 WIL, knife (d4+1)
Fairy folk with eyes like rats
Damage can only be healed with fresh water
Father Long Legs 6 HP, 2 Armor, 18 STR, 12 DEX, 11 WIL, bite (max HP)
Spider with very long legs. Hates being called spider.
Fire-Bellied Newts 4 HP, 1 Armor, 14 STR, 8 DEX, 6 WIL, bite (d6+d6 fire)
Lizard with smoke curling from its glowing mouth.
Flying Fennec (Swarm) 4 HP, 8 STR, 14 DEX, 6 WIL, bite (4d4)
Herbivore bats with light fur and very large ears.
Immune to anything that targets only one thing.
Flying Shoal (Swarm) 6 HP, 7 STR, 12 DEX, 8 WIL, bite (4d6)
Immune to anything that targets only one thing.
Foliates 5 HP, 12 STR, 4 DEX, 8 WIL, leech (d8)
Plants with faces. Mean faces. Damage heals the Foliate.
Gabriel Hounds 10 HP, 1 Armor, 22 STR, 18 DEX, 17 WIL, lightning (3d10)
A spectral dog wearing your face. Can emit a chain of lightning
Garefowl 3 HP, 6 STR, 7 DEX, 4 WIL, beak (d6)
Dodo + Penguin. It can identify and reveal truths
Ghillies 8 HP, 1 Armor, 14 STR, 13 DEX, 15 WIL, slam (2d8)
Fairies made of foliage and earth. Can put targets to sleep with spores.
The Giants 4 HP, 1 Armor, 12 STR, 9 DEX, 6 WIL, bite (d6)
Can quickly call for reinforcements.
Giant Mantids 10 HP, 2 Armor, 22 STR, 18 DEX, 7 WIL, bite (2d10)
Can appear like a large tree.
Glaistig 2 HP, 8 STR, 7 DEX, 9 WIL, tools (d4)
Common fae folk, mostly good-natured
Gliding Dragons 2 HP, 6 STR, 11 DEX, 5 WIL, bite (d4)
The Gnomes 5 HP, 2 Armor, 14 STR, 9 DEX, 11 WIL, punch (2d6)
Kind-hearted and trusting little folks. Know strong magic.
Golden Catfish 3 HP, 3 Armor, 6 STR, 8 DEX, 4 WIL
White, gold, and black fish.
Golems 6 HP, 1 Armor, 14 STR, 7 DEX, 4 WIL, slam (2d6)
As it takes damage it shrinks and gets weaker.
The Great White Bird 24 HP, 3 Armor, 30 STR, 35 DEX, 20 WIL, Deadly
Arrogant, needs to be the biggest and highest thing around.
Can shoot electricity and deafening screech.
Greenteeth 3 HP, 1 Armor, 14 STR, 11 DEX, 5 WIL, bite (d6)
Vaguely humanoid amphibious creep.
**Grey Coneys **2 HP, 6 STR, 10 DEX, 4 WIL, smoke (2d6 poison)
Gurt Vurm 18 HP, 3 Armor, 35 STR, 18 DEX, 20 WIL, bite (d10)
Giant wingless lizard with toxic breath.
Can summon a dust storm and regen HP.
**Harp Sponges **3 HP, 8 STR, 4 DEX, 4 WIL, strangle (d6)
Honeyworts 5 HP, 1 Armor, 11 STR, 4 DEX, 4 WIL, digest (2d6)
Hook 16 HP, 3 Armor, 18 STR, 16 DEX, 19 WIL, sword+hook (2d8)
Well dressed gentleman, hates bad manners.
Poison knives, regain HP, spells trigger Surge.
The Huntsman 17 HP, 3 Armor, 21 STR, 23 DEX, 16 WIL, flame sword (3d8)
Well dressed dandy who rides a black horse with flaming eyes.
Dandy dogs help him hunt. Can release a wave of hellfire.
John Darling 16 HP, 2 Armor, 17 STR, 15 DEX, 19 WIL, umbrella (2d6)
Confident, intelligent, and lonely. Can summon sand golems.
Leather Shell Turtles 3 HP, 1 Armor, 7 STR, 6 DEX, 6 WIL, bite (d6)
The Lost Boys 3 HP, 6 STR, 8 DEX, 6 WIL, sword/spear (d6)
Feral and bedraggled. Dramatic, distractible, and loyal to each other.
Marool 10 HP, 3 Armor, 17 STR, 15 DEX, 8 WIL, slam (d10+4)
Giant fish with a dozen eyes and flaming fins. Can cast a few spells.
Menhirs 15 HP, 3 Armor, 19 STR, 1 DEX, 16 WIL, slam (d10)
Sentient monoliths. Can emit psychic waves.
The Mermaids 5 HP, 8 STR, 10 DEX, 12 WIL, dagger (2d4)
Pretend to be simple an naive, but actually cunning traders.
Cans sing a variety of water spells.
Michael Darling 15 HP, 3 Armor, 18 STR, 14 DEX, 14 WIL, sword (3d8)
Mountain of a man. Content and likes projects. Eager for stories.
Can summon Bath Bears and Father Long Legs.
Monstera (Tree Frogs) 2 HP, 4 STR, 6 DEX, 4 WIL, tongue (d6)
Moss Gallant 7 HP, 2 Armor, 13 STR, 12 DEX, 6 WIL, whip (2d4 paralyzing)
Nathairs (Adult) 14 HP, 3 Armor, 17 STR, 16 DEX, 11 WIL, bite (2d12)
Plated lizard with too many limbs. Rattles. Generates electricity.
Nathairs (Infant) 5 HP, 7 STR, 4 DEX, 5 WIL, bite (2d4)
Generates electricity, and can summon adult.
Nuckelavee 24 HP, 3 Armor, 30 STR, 25 DEX, 22 WIL, glare (2d12)
Skinless human horse monster. Only weakness is fresh water.
Peg Powlers 5 HP, 12 STR, 9 DEX, 8 WIL, knife (d4)
Water witch who just wants to be left alone.
Peter Pan 15 HP, 3 Armor, 18 STR, 20 DEX, 14 WIL, sword (3d10)
Brash and confident. Quick to repeat mistakes. Easily bored.
The Pirates 2 HP, 8 STR, 6 DEX, 6 WIL, sword (d8)
Greedy, lazy, and desperate for freedom from the curse.
Turn to a pile of bones during the day.
Get stronger the more they are defeated.
The Pixies 2 HP, 4 STR, 6 DEX, 4 WIL, needle (d4)
Their color represents their emotion and spells.
Psammead 3 HP, 8 STR, 6 DEX, 5 WIL, punch (d4-1)
Can grant wishes, not that bright.
Queen Mab 18 HP, 3 Armor, 22 STR, 25 DEX, 30 WIL, sword (2d8)
Patient, kind, loving, and determined to remain powerful.
Red Devils 3 HP, 6 STR, 8 DEX, 4 WIL, beak (d4)
Rheum 4 HP, 1 Armor, 12 STR, 7 DEX, 9 WIL, damage as host
Gross parasite that slowly takes over a host. Vulnerable to sunlight.
River Kelpies 4 HP, 9 STR, 11 DEX, 6 WIL, trample (2d6)
Salt Lions 5 HP, 1 Armor, 13 STR, 8 DEX, 7 WIL, bite (d6)
Sea Nettles 3 HP, 6 STR, 4 DEX, 4 WIL, tentacle (d6 poison)
The Shadow 15 HP, 3 Armor, 18 STR, 16 DEX, 15 WIL, claws (2d8)
Shellycoats 3 HP, 7 STR, 6 DEX, 5 WIL, claws (2d4)
Sluagh 8 HP, 1 Armor, 14 STR, 16 DEX, 8 WIL, claws (d10)
Smee 8 HP, 2 Armor, 12 STR, 13 DEX, 11 WIL, sword (d6+2)
Optimistic and polite, he hates conflict. Loves hats. Hook knows best!
Smiling Mantas 3 HP, 6 STR, 8 DEX, 4 WIL, tail (d6)
The Spiders 6 HP, 2 Armor, 14 STR, 16 DEX, 8 WIL, bite (d6)
Uneasy allies to the pirates, hate birds, and eager to get the PCs indebted.
Spotted Slugs 2 HP, 6 STR, 3 DEX, 3 WIL
Can absorb and then release spells. Probably already has a spell stored.
Stink Bugs 4 HP, 8 STR, 6 DEX, 6 WIL, bite (d4 poison)
If slashed or punctured, it releases a cloud of stink gas.
Stoorworm 18 HP, 3 Armor, 25 STR, 27 DEX, 18 WIL, bite (2d12)
Gigantic river dragon. Regenerates limbs, can summon hail, and breathe ice.
Tinker Bell 5 HP, 1 Armor, 8 STR, 14 DEX, 8 WIL, needle (d4)
Color reflects mood, only one mood at a time. Long memory, protecting Peter.
Trilobites 3 HP, 2 Armor, 8 STR, 6 DEX, 5 WIL, latch (d6)
Turnstones 2 HP, 4 STR, 7 DEX, 4 WIL, beak (d4)
Tylwyth Teg 10 HP, 1 Armor, 12 STR, 8 DEX, 13 WIL, sword (2d6)
Worship the Bird, protect island. Elders a ponderous, saplings are impulsive.
Control trees, release a cloud of spores.
Water Leapers 6 HP, 5 STR, 7 DEX, 4 WIL, bite (d10)
Wendy Darling 17 HP, 1 Armor, 18 STR, 15 DEX, 20 WIL, songs (d10)
Ancient old woman. Gentle and solitary. Wants news of Peter and Mermaids.
Can undo actions, force bad rolls, and sing Mermaid songs.
Woolly Rhinos 8 HP, 12 STR, 9 DEX, 5 WIL, horn (d8)