RabidWookie wrote: I assume anything third or fourth edition D&D is out due to feats and powers
That is not an assumption I would make. While DCC doesn't use feats, monsters certainly have powers, and it's no effort at all to count any feats as being more powers of the monster...
So, a Manticore in 3e...
Size/Type: Large Magical Beast
Hit Dice: 6d10+24 (57 hp)
Initiative: +2
Speed: 30 ft. (6 squares), fly 50 ft. (clumsy)
Armor Class: 17 (-1 size, +2 Dex, +6 natural), touch 11, flat-footed 15
Base Attack/Grapple: +6/+15
Attack: Claw +10 melee (2d4+5) or 6 spikes +8 ranged (1d8+2/19-20)
Full Attack: 2 claws +10 melee (2d4+5) and bite +8 melee (1d8+2);
or 6 spikes +8 ranged (1d8+2/19-20)
Space/Reach: 10 ft./5 ft.
Special Attacks: Spikes
Special Qualities: Darkvision 60 ft., low-light vision, scent
Saves: Fort +9, Ref +7, Will +3
Abilities: Str 20, Dex 15, Con 19, Int 7, Wis 12, Cha 9
Skills: Listen +5, Spot +9, Survival +1
Feats: Flyby Attack, Multiattack, TrackB, Weapon Focus (spikes)
Environment: Warm marshes
Organization: Solitary, pair, or pride (3-6)
Challenge Rating: 5
Treasure: Standard
Alignment: Usually lawful evil
...becomes a Manticore in DCC:
Init +2
Melee Atk
• claw +10 (2d4+5)
• bite +8 (1d8+2)
Ranged Atk
• spikes +8 (1d8+2)
AC 17
HD 6d10+24
MV 30, fly 50
Act 2d20
SP darkvision, track by scent
Fort +9
Ref +7
Will +3
AL L
That's not definitive, and could certainly be DCC-ified further -- but as an on-the-fly conversion, it totally works. Flyby Attack just becomes "move as normal, make attack, use second Action Die to move further". Multiattack would be using both Action Dice for attacks in the same round. If you know what the feats can do, then that's what the creature can do in DCC.