Converting Planescape monsters

Animal (extraplanar) work for everyone else?

It's either a large Medium or a small Large, I guess, depending on how we interpret that 4 ft length. I'm inclined to go with Medium based on their burrow size, though.

Make them Medium me says!

Statwise, I think we can use a lot of the Dire Porcupine conversion (that I did most of the work on :p).
 

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Yes. They can definitely throw the quills and have a nasty tail attack. But there's a little contradiction in whether they can also make melee attacks with other quills.
 



Any need to tweak any of the ability scores? What do we want to do to distinguish them?

Well I'd like to do something apart from adding a tail attack.

Maybe increase the physical stats a bit, since it mentions their quills have "surprising strength and speed".

Suppose their tail-slap ought to impale victims with its quills.

It says they'll "chew their way through anything given enough time", so maybe give them a version of the Goat Demon's Inexorable Gnawing?
 

Well I'd like to do something apart from adding a tail attack.

Maybe increase the physical stats a bit, since it mentions their quills have "surprising strength and speed".

Sure, we can do that.

Suppose their tail-slap ought to impale victims with its quills.

Perhaps.

It says they'll "chew their way through anything given enough time", so maybe give them a version of the Goat Demon's Inexorable Gnawing?

Is that enough to make 'em magical beasts?
 



Let's add the piercing quills to the tail attack. Frankly, I also fancy letting them attack with quills at melee, too, like the howler.
 


Its Inexorable Gnawing should choose one option from "victims opponents".

We need to give it the Dire Beast SQ to explain the good Will save.

I'm tempted to remove the separate "Quills" attack from the melee line and incorporate it into its tail slap, e.g::

Attack: Bite +5 melee (1d6+2) or tail +5 melee (1d6+3 plus quills) or 4 quills +5 ranged (1d3)
Full Attack: Bite +5 melee (1d6+2) and tail +0 melee (1d6+3 plus quills) or 4 quills +5 ranged (1d3)

Quills (Ex): Melee combat with a quill is dangerous. An opponent who attacks a quill with a melee weapon that does not have reach must succeed on a DC 16 Reflex save or be struck by 1d4 quills. Each quill does 1d3 point of piercing damage (plus half the quill'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.

Furthermore, any opponent a quill hits with its tail attack will also be struck by its quills, with damage as above. If the opponent succeeds on the DC 16 Reflex save, it takes half damage and the quills do not lodge in its flesh. The save DCs are Constitution-based.
 

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