# dh-convert > Converts creature stat blocks from other TTRPG systems (D&D 5e, Numenera, Pathfinder 2e, etc.) to Daggerheart adversaries. Use when the user provides an image or text of a stat block and wants it converted to Daggerheart format. Handles all creature types and includes loot. - Author: Ace Wheelie - Repository: mattaceolivero/daggerheart-converter - Version: 20260121205317 - Stars: 0 - Forks: 0 - Last Updated: 2026-02-06 - Source: https://github.com/mattaceolivero/daggerheart-converter - Web: https://mule.run/skillshub/@@mattaceolivero/daggerheart-converter~dh-convert:20260121205317 --- --- name: dh-convert description: "Converts creature stat blocks from other TTRPG systems (D&D 5e, Numenera, Pathfinder 2e, etc.) to Daggerheart adversaries. Use when the user provides an image or text of a stat block and wants it converted to Daggerheart format. Handles all creature types and includes loot." version: 1.0.0 --- # Daggerheart Converter Skill Converts creatures from other TTRPG systems to Daggerheart adversaries. ## Reference Document @~/.claude/skills/daggerheart-docs/daggerheart-reference.md ## Supported Source Systems ### D&D 5e | D&D CR | Daggerheart Tier | |--------|------------------| | 0-2 | Tier 1 | | 3-6 | Tier 2 | | 7-13 | Tier 3 | | 14+ | Tier 4 | ### Numenera | Level | Difficulty (x3) | Daggerheart Tier | |-------|-----------------|------------------| | 1-2 | 3-6 | Tier 1 | | 3-4 | 9-12 | Tier 2 | | 5-6 | 15-18 | Tier 3 | | 7-10 | 21-30 | Tier 4 | **Numenera Stats:** - Health -> HP (roughly 1:1) - Armor -> Threshold adjustment (+1-2 per armor) - Damage -> Convert using damage table - Modifications -> Features or stat adjustments - GM Intrusions -> Special Actions (2 Stress) ### Pathfinder 2e | PF2e Level | Daggerheart Tier | |------------|------------------| | -1 to 3 | Tier 1 | | 4-8 | Tier 2 | | 9-14 | Tier 3 | | 15+ | Tier 4 | ## Conversion Process ### Step 1: Identify Source System Determine if the stat block is from D&D 5e, Numenera, Pathfinder 2e, or another system based on stat format. ### Step 2: Determine Tier Use the appropriate conversion table to map source difficulty to Daggerheart Tier. ### Step 3: Classify Adversary Type Based on creature capabilities: - **Minion**: Low HP, simple attacks, no special abilities - **Standard**: Balanced, 1-2 features - **Bruiser**: High damage, lower defense - **Leader**: Buff/command abilities - **Skulk**: High mobility, stealth - **Ranged**: Long-range attacks - **Horde**: Swarm mechanics - **Solo**: Boss-level, legendary abilities ### Step 4: Convert Statistics Use the tier tables from the reference document to set: - Evasion - Thresholds (Minor/Major/Severe) - HP - Stress - Attack modifier - Damage dice ### Step 5: Convert Features Transform source abilities into Daggerheart features: - Passive abilities -> Passive features - Active abilities with limits -> Action features with Stress cost - Reactive abilities -> Reaction features - GM Intrusions (Numenera) -> Action features (2 Stress) ### Step 6: Add Fear Mechanics For frightening abilities: - Add "**mark 1 Fear**" to description - Consider adding Fear-consuming abilities for powerful creatures ### Step 7: Include Loot Always add appropriate loot based on: - Creature type (beast, construct, undead, etc.) - Tier (determines value) - Narrative elements (what makes sense to harvest/find) ## Output Format ```markdown # [Creature Name] *Tier [X] [Type] Adversary ([Difficulty] Difficulty)* > [Short description] --- **Evasion** [X] | **Thresholds** [X]/[X]/[X] | **HP** [X] | **Stress** [X] **Attack** +[X], [Dice] [Type], ([Name]), [[Range]] *[Additional effects if any]* **Movement** Standard: [Range], [Special movement types] --- ## Features **[Feature Name]** ([Type], [Cost if any]) [Description with **damage dice** bolded] *Reaction Roll: [Attribute] ([Difficulty])* (if applicable) *Applies: [Conditions]* (if applicable) *Damage: [Dice] [Type]* (if applicable) --- ## Motives & Tactics **Motives**: [2-3 driving motivations] **Tactics**: [How it fights] --- ## Experience **Topics**: [Topic] +[X], [Topic] +[X] --- ## Loot [Description of what can be harvested/found] --- *Converted from [Source System] ([Original Difficulty/CR/Level])* *Tags: [relevant tags]* ``` ## Example: Converting Numenera Creature **Input (from image):** - Name: Hotskive - Level: 3 (Difficulty 9) - Health: 9 - Armor: 1 - Damage: 4 + 1 heat - Movement: Short - Special: Heat aura, cold immunity, tenacious **Conversion:** - Level 3 -> Tier 2 - Health 9 -> HP 10 - Armor 1 -> +1 to thresholds or Damage Resistance feature - Damage 4+1 -> 2d6+2 Physical + 1d4 Magic (heat) - Modifications -> Features (Speed defense as Evasion boost) - GM Intrusion -> Scalding Vent (Action, 2 Stress) ## Tips 1. **Always include loot** - Players love loot 2. **Add Fear mechanics** to scary creatures 3. **Show damage dice** explicitly in descriptions 4. **Include GM Intrusions** as special abilities for Numenera 5. **Ask clarifying questions** if the stat block is unclear