Some Spelljammer monsters have been converted to D&D 3e by WotC. Others are no longer "monsters", and have been converted to some other D&D 3e format (e.g. player character race). What follows is a listing of those monsters, along with information on where to find their conversions and any additional information they may need. This is obviously an ongoing project, so please let me know if there's anything missing.
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Arcane have been adapted to D&D 3e as the Mercane. The converted stats can be found in the Mercane entry. The mercane can be found in the following sources:
The version presented in the above sources should be usable in a Spelljammer campaign with only minimal changes.
From the D&D v.3.5 Accessory Update booklet.
Outsider (Native)
Space/Reach: 10 ft. / 10 ft.
Skills: Appraise +19, Bluff +12, Diplomacy +18,
Gather Information +12, Intimidate +9, Knowledge (arcana) +15,
Knowledge (nobility and royalty) +15, Knowledge (the planes) +15,
Listen +8, Professioin (bookkeeper) +8, Search +15, Sense Motive +13,
Sleight of Hand +14, Spellcraft +17, Spot +8
Feats: add Improved Feint
Level Adjustment: +7
The beholder can be found in the Monster Manual.
The hive mother can be found under the Beholderkin entry in Lords of Madness: The Book of Aberrations.
Writeups for other wildspace beholder varieties can be found in the Beholderkin, Wildspace entry.
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Clockwork horrors can be found in the following sources:
The version presented above is incomplete, lacking statistics for the two weaker types of clockwork horrors. Writeups of other clockwork horror varieties can be found in the Clockwork Horror entry.
From the D&D v.3.5 Accessory Update booklet.
Construct
Hit Dice: 16d10+10 (98 hp)
Space/Reach: 5 ft. / 5 ft.
Skills: Balance +23, Climb +24, Jump +24, Hide +27,
Move Silently +23
Feats: Cleave, Combat Reflexes, Great Cleave,
Improved Initiative, Improved Sunder, Power Attack
Level Adjustment: —
Construct
Hit Dice: 4d10+10 (32 hp)
Space/Reach: 5 ft. / 5 ft.
Skills: Climb +8
Feats: Point Blank Shot, Precise Shot
Level Adjustment: —
Construct
Hit Dice: 8d10+10 (54 hp)
Space/Reach: 5 ft. / 5 ft.
Skills: Climb +13
Feats: Cleave, Improved Sunder, Power Attack
Level Adjustment: —
Construct
Hit Dice: 8d10+10 (54 hp)
Space/Reach: 5 ft. / 5 ft.
Skills: Climb +18, Hide +22, Move Silently +18
Feats: Cleave, Combat Reflexes, Great Cleave,
Improved Sunder, Power Attack
Level Adjustment: —
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The neogi can be found in the following sources:
The version presented above differs little from the original in the Spelljammer campaign. The biggest change is their poison (which now drains Wisdom), new ability to enslave (explaining how they get and keep their slaves) and method of reproduction (they now lay eggs inside a great old master).
With the revision of the Dominate Monster spell in 3.5e, the subject of a neogi's enslave ability no longer gets a daily new saving throw to break free unless the neogi is unable to concentrate for at least 1 round that day to maintain the bond.
Aberration
Space/Reach: 5 ft. / 5 ft.
Skills: Balance +10, Climb +11, Disable Device +8,
Intimidate +9, Jump +10, Move Silently +9
Feats: Dodge, Mobility,
Simple Weapon ProficiencyB, Weapon FineseB
Level Adjustment: +5
The poison save DC is Constitution based and includes a +3 racial bonus.
Vermin
Space/Reach: 10 ft. / 10 ft.
Level Adjustment: —
The poison save DC is Constitution based and includes a -3 racial penalty.
Aberration
Space/Reach: 2-1/2 ft. / 0 ft.
Skills: Balance +4, Climb +11,
Jump +4, Move Silently +4
Feats: Weapon Finese
Level Adjustment: —
The poison save DC is Constitution based and includes a +5 racial bonus.
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The zodar can be found in the following sources:
The version presented above is close enough to the original to be used without any modification. They are Constructs, which helps explain some of their strange behaviour and limitations—like the fact that they rarely speak.