• The VOIDRUNNER'S CODEX is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!

Converting "Real World" Animals and Vermin

Cleon

Legend
Dire Porcupine Working Draft

Dire Porcupine
Medium Animal
Hit Dice: 3d8+6 (19 hp)
Initiative: +1
Speed: 20 ft. (4 squares)
Armor Class: 15 (+1 Dex, +4 natural), touch 11, flat-footed 14
Base Attack/Grapple: +2/+3
Attack:
Bite +3 melee (1d6+1) or quills +3 melee (special) or 4 quills +3 ranged (1d3)
Full Attack: Bite +3 melee (1d6+1) or quills +3 melee (special) or 4 quills +3 ranged (1d3)
Space/Reach: 5 ft./ 5 ft.
Special Attacks: Quills, shoot quills
Special Qualities: Hunker down, low-light vision
Saves: Fort +5, Ref +4, Will +4
Abilities: Str 13, Dex 12, Con 15, Int 2, Wis 12, Cha 5
Skills: Climb +6, Listen +7, Spot +3
Feats: Ability Focus (defensive quills), Alertness
Environment: Any woods
Organization: Solitary or pair
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 4-5 HD (Medium); 6-9 HD (Large)
Level Adjustment:

This sturdily-built animal is covered with long spines. It has a squarish head, beady eyes and a short but broad tail.

A typical dire porcupine is 4 to 6 feet long (sans tail) and weighs 200 to 300 pounds.

COMBAT

Dire porcupines are more aggressive than their smaller cousins.
They normally hiss a warning should any creature approach within 30 feet or so, and if the creature does not immediately retreat the dire porcupine starts launching volleys of quills. If these missiles prove ineffective, a dire porcupine either flees into the woods, or hunkers down into a ball of quills and bites any opponent that approaches it.

Quills (Ex): Melee combat with a dire porcupine is dangerous. An opponent who attacks a porcupine with a melee weapon that does not have reach must succeed on a DC 15 Reflex save or be struck by 1d4 quills. Each quill does 1d3 point of piercing damage (plus half the porcupine's Strength bonus, if any) and lodges in the opponent's flesh, imposing a -1 circumstance penalty to attacks, saves, and checks per quill (maximum -4 penalty). Removing a quill inflicts 1d3 point of additional damage to the victim unless a DC 15 Heal check is made.

A dire porcupine can also attack an opponent with its quills as a single melee attack, with damage as above. If the opponent succeeds at the DC 15 Reflex save they take half damage and the quills do not lodge in their flesh.

The save DC is Constitution-based.


Hunker Down (Ex): If a dire porcupine is threatened in melee and cannot retreat to a safe distance from its opponent(s), it curls its head and legs under its torso while on the ground and flares its quills in all directions. In this defensive position, the Reflex save DC of its defensive quills special attack gains a +2 bonus (increasing it to DC 17 for a typical dire porcupine), but the porcupine's speed is reduced to 10 ft. and it cannot charge or run.

Shoot Quills (Ex): With a snap of its tail, a dire porcupine can loose a volley of four quills as a standard action (make an attack roll for each quill). This attack has a range of 30 feet with no range increment. All targets must be within 30 feet of each other. Any opponent hit by a shot quill must succeed as a DC 15 Reflex save or the quill will lodge in their flesh (see Defensive Quills, above, for the effects). A dire porcupine has 80 quills it can shoot from its tail, and regrows lost tail quills at a rate of 20 quills per 24-hour period.

Skills: Dire porcupines have a +4 racial bonus on Climb checks.

Large Dire Porcupine (" Giant Porcupine")
Large Animal
Hit Dice: 6d8+24 (51 hp)
Initiative: +0
Speed: 20 ft. (4 squares)
Armor Class: 15 (-1 size, +6 natural), touch 9, flat-footed 15
Base Attack/Grapple: +4/+13
Attack: Bite +8 melee (1d8+5) or quills +8 melee (special) or 4 quills +5 ranged (1d4+3)
Full Attack: Bite +8 melee (1d8+5)
or quills +8 melee (special) +5 ranged (1d4+3)
Space/Reach: 10 ft./ 5 ft.
Special Attacks: Quills [DC 19, 1d4 quills doing 1d4+2 damage], shoot quills
Special Qualities: Hunker down [DC 21], low-light vision
Saves: Fort +5, Ref +4, Will +4
Abilities: Str 21, Dex 10, Con 19, Int 2, Wis 12, Cha 5
Skills: Climb +9, Listen +9, Spot +4
Feats: Ability Focus (defensive quills), Alertness, Point Blank Shot
Environment: Any woods
Organization: Solitary or pair
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 7-9 HD (Large)
Level Adjustment:
 
Last edited:

log in or register to remove this ad

freyar

Extradimensional Explorer
This is pretty good. Just two changes. I think "defensive quills" should just be renamed to "quills" to match the smaller version. And we shouldn't add the advanced stats. ;)

I almost wonder from the description of giant porcupines in the original if they can't use the quills as a melee attack (like the howler). It says "As its quills are up to three feet long, any attacker that comes within six feet of the giant porcupine receives 1d4 quills from the porcupine’s defensive movements."
 

Cleon

Legend
This is pretty good. Just two changes. I think "defensive quills" should just be renamed to "quills" to match the smaller version. And we shouldn't add the advanced stats. ;)

I knew you were going to say that, but left the "Defensive" in just to needle you. :p

Oh, and I statted up a version advanced to Large to see how it compared wit the AD&D original, I wasn't planning on including in in the CC.

I almost wonder from the description of giant porcupines in the original if they can't use the quills as a melee attack (like the howler). It says "As its quills are up to three feet long, any attacker that comes within six feet of the giant porcupine receives 1d4 quills from the porcupine’s defensive movements."

Something like this?:

Attack: Bite +3 melee (1d6+1) or quills +3 melee (special) or 4 quills +3 ranged (1d3)
Full Attack: Bite +3 melee (1d6+1)
or quills +3 melee (special) or 4 quills +3 ranged (1d3)

Quills (Ex): Melee combat with a dire porcupine is dangerous. An opponent who attacks a porcupine with a melee weapon that does not have reach must succeed on a DC 15 Reflex save or be struck by 1d4 quills. Each quill does 1d3 point of piercing damage (plus half the porcupine's Strength bonus, if any) and lodges in the opponent's flesh, imposing a -1 circumstance penalty to attacks, saves, and checks per quill (maximum -4 penalty). Removing a quill inflicts 1d3 point of additional damage to the victim unless a DC 15 Heal check is made.

A dire porcupine can also attack an opponent with its quills as a single melee attack, with damage as above. If the opponent succeeds at the DC 15 Reflex save they take half damage and the quills do not lodge in their flesh.

The save DC is Constitution-based.
 








Remove ads

Top