The creatures of the Overworld are a little different from their ordinary Labyrinth Lord RPG equivalents. This conversion is based on the damage of an ordinary sword as a point of reference within each system. The most ordinary sword in Minecraft is a stone sword, which does 2½ hearts of damage; this would be roughly equivalent to one Hit Die or 1d8 hit points of damage in Labyrinth Lord. The player has 10 hearts, and thus is roughly equivalent to a 4th-level character. At one point, I was planning on putting together a Minecraft spin of B1: In Search of Adventure, but that is left as an exercise for the reader.

Cave Spider

No. Enc.: 1d4 (4d6)

Alignment: Chaotic

Movement: 60′ (20′)

climb (60′ (20′)

Armor Class: 7

Hit Dice: 2+2

Attacks: 1

Damage: 1d3, poison

Save: F2

Morale: 7

Hoard Class: VI

XP: 47

Cave spiders swarm in cobwebbed mine shafts. Creatures bitten by these venomous creatures must save versus poison or take 1d6 hit points of damage on the next round. Drinking milk will prevent this poison damage.

Creeper

No. Enc.: 1 (0)

Alignment: Chaotic

Movement: 60′ (20′)

Armor Class: 7

Hit Dice: 4

Attacks: special

Damage: 10d6 (auto-explosion)

Save: F4

Morale: 12

Hoard Class: None

XP: 135

Creepers are upright, scrambling creatures that resemble a hideously deformed pig. They are extremely stealthy, and achieve surprise on a roll of 1-4 on 1d6. They attack only by approaching characters and then blowing themselves up with only a brief warning hiss at the end of its turn. At the beginning of its turn, before completing any movement, a creeper can destroy itself in an explosion that deals 10d6 damage to all creatures and objects within a 20-foot radius (save vs. breath for half damage). Creepers are immune to electricity, and if they are charged with a lightning bolt, their explosion will deal 50% more damage.

Ghast

No. Enc.: 1d4 (1d4)

Alignment: Chaotic

Movement: Fly: 90′ (30′)

Armor Class: 8

Hit Dice: 2

Attacks: 1 (fireball)

Damage: 2d4 plus 6d6

Save: F1

Morale: 6

Hoard Class: None

XP: 38

The floating ghast shoots a slow, rocky missile that strike its target for 2d4 hp of damage, and then explode into a massive fireball. This fireball deals 6d6 points of fire damage to all creatures within 20′, although creatures that succeed on a saving throw vs. breath take half damage. A creature can use a melee weapon to “bat” the missile, sending it flying in a random direction rather than striking its target. To do this, a creature attacked by the fireball must target the fireball with a melee weapon and success at an attack roll that hits AC 2.

Ocelot

No. Enc.: 1d4 (1d4)

Alignment: Neutral

Movement: 150′ (50′)

Armor Class: 6

Hit Dice: 2

Attacks: 3 (2 claws, 1 bite)

Damage: 1d3/1d3/1d6

Save: F1

Morale: 8

Hoard Class: VI

XP: 30

The Overworld Ocelot is smaller than many other large cats, but nearly as deadly as a Mountain Lion.

Silverfish

No. Enc.: 1d4 (1d4×10)

Alignment: Chaotic

Movement: 60′ (20′)

Armor Class: 7

Hit Dice: 1+1

Attacks: 1

Damage: 1 hp

Save: 0-level human

Morale: 9

Hoard Class: None

XP: 10

Silverfish hide in rock piles and stone crevices, and attack creatures who try to mine new tunnels or clear collapsed passages. Although a single silverfish may be weak, they can chirp to summon large swarms of silverfish nesting nearby.

Skeleton

No. Enc.: 1 (1d3)

Alignment: Chaotic

Movement: 90′ (30′)

Armor Class: 7

Hit Dice: 4

Attacks: 1

Damage: 1d6 (bow)

Save: F4

Morale: 12

Hoard Class: None

XP: 80

Slime

No. Enc.: 1 (0)

Alignment: Neutral

Movement: 60′ (20′)

Armor Class: 8

Hit Dice: 3+3

Attacks: 1

Damage: 1d6 (large), 1d3 (small), or 1 (tiny)

Save: F2

Morale: 12

Hoard Class: VII

XP: 65

This translucent green cube can be found underground or in swampy areas. If a large slime is attacked with other weapons, it splits into two individuals of reduced mass. Each small slime has half the hit points of the large slime. Striking a small slime will split it further into a number of tony slimes wiht hp each. Every successful attack creates a smaller pudding that has 2 HD and deals 1d8 hit points of damage to opponents.

Snow Golem

No. Enc.: 1 (1d4)

Alignment: Neutral

Movement: 90′ (30′)

Armor Class: 9

Hit Dice: 1+1

Attacks: 1 (snowball)

Damage: special

Save: F1

Morale: 12

Hoard Class: None

XP: 15

Creatures struck with the Overworld Snow Golem’s snowball take no damage, but must succeed at a saving throw vs. paralysis or be pushed back 5 feet.

Spider

No. Enc.: 1 (1)

Alignment: Neutral

Movement: 60′ (20′)

climb: 60′ (20′)

Armor Class: 6

Hit Dice: 3+3

Attacks: 1

Damage: 1d3

Save: F3

Morale: 8

Hoard Class: VI

XP: 65

Forest spiders have a nasty bite, but are not venomous. They are immune to poison.

Wolf

No. Enc.: 1d4 (1d4)

Alignment: Neutral

Movement: 180′ (60′)

Armor Class: 7

Hit Dice: 1+1

Attacks: 1 (bite)

Damage: 1d6

Save: F1

Morale: 8

Hoard Class: None

XP: 15

The Overworld Wolf is slightly more gracile than its more common relative.

Zombie

No. Enc.: 1d3 (4d6)

Alignment: Chaotic

Movement: 90′ (30′)

Armor Class: 8

Hit Dice: 4

Attacks: 1

Damage: 1d6 (slam) or by weapon

Save: F4

Morale: 12

Hoard Class: None

XP: 80

Other Mobs

Blaze—4 HD, Atk 3, Dmg 2d8 fire plus fire

Ender Dragon—25 HD, Atk 3 (bite, 2 wings), 2d6 (bite)/1d6 (wing)/1d6(wing)

Enderman—8 HD, Atk 1, Dmg 2d6, dimension door and teleport at will, take 1d6 points of damage from water.

Iron Golem—20 HD, Atk 1, Dmg 4d6

Magma Cube—3+3 HD, Atk 1, Dmg 1d6 or 1d3

Wither Skeleton—8 HD, Atk 1, Dmg 2d6 plus wither

Zombie Pigman—4 HD, Atk 1, Dmg 2d6 (sword)

Peaceful Mobs

Bat—1+1 HD

Chicken—1d4 hp

Cow, Pig, Squid—2 HD

Sheep—1+1 HD

Villager—4 HD