After reading WFRP and its expansive monster lists, I was wondering whether there was a tried and true way to convert WFRP 2nd Edition monsters to Dark Heresy xenos, demons and all manner of bad things. One of the larger things I wanted to convert was the Wicker Man, a firery construct made by sorcerous powers. Below is the stats described in WFRP, and I was wondering how it could be converted to Dark Heresy rules.
Wicker Man
Wicker Men are tall, wooden automatons that mimic the Human form. Necromancers and hedge wizards (and witches and warlocks) craft them from pieces of wood, metal, and sackcloth and animate them with a dark and secret ritual, similar to the creation of Fenbeasts. Wicker Men typically have monstrous heads and are equipped with long, curved blades attached to their hands. Around their necks hang the talismans that give them life. These talismans are usually a maimed creature or damaged body part—a hand will be missing a finger, a cat missing a paw. The missing part goes into the construction of a marionette used to control the Wicker Man. Attacking the talisman or the puppet is the best way of harming this horror: although they look fragile and gangly, the magic that animates them makes them resistant to harm.
Wicker Man Statistics
Main Profile
Weapon Skill: 48%
Ballistic Skill: 15%
Strength: 44%
Toughness: 52%
Agility: 75%
Intelligence: --
Willpower: --
Fellowship: --
Secondary Profile
Attacks: 2
Wounds: 15
Strength Bonus: 4
Toughness Bonus: 5
Movement: 5
Magic: 0
Insanity Points: 0
Fate Points: 0
Skills: None
Traits: Frightening, Mindless, Natural Weapons (Makeshift Claws), Sorcerous Construct
Armor: None
Weapon: Makeshift Claws
Slaughter Margin: Challenging
Sorcerous Construct
Wicker Men are created with ritual magic unknown to the Colleges of Magic. They are not truly alive, and they require magical controllers. A magic user with a Magic Characteristic of at least 2 must remain within 1 mile, manipulating the marionette, or the Wicker Man falls apart. The controller need not have line of sight to the Wicker Man; however, if he does not, the creature takes a -10% penalty to all tests. A critical Hit to the head breaks the talisman around its neck, also causing the Wicker Man to fall apart. All other critical Hits have no effect unless they cause death. Wicker Men are immune to Fear, Terror, poison, disease, and all spells, skills, and effects that involve the manipulation of emotions and the mind.