Converting Forgotten Realms monsters

I could go for a claw, but to me it sounds like a rake, since it only uses that attack when handled, ie, grappled.

Just because it uses its poison spikes when handled doesn't mean it can't use them at other times. It's shy and avoids threats, so I think it's more likely to be a behavioural limitation than a physiological one. (i.e. it could kick out more actively/aggressively, but it's not in the nature of the creature).

That said, I have no objection in principle to a rake attack.

Rake (Ex): If a copper opossum is in a grapple it gains an additional claws attack with its hind legs (attack bonus +4 melee, damage 1d3-4 plus copper stasis venom).

Copper Stasis Venom (Su): A copper opossum has spines just above its hind feet that secrete a supernatural venom. Any creature injured by its rake attack must succeed on a DC X Fortitude save or be placed in a state of suspended animation for X days. An envenomed victim is unconscious and immobile, but has no need of food, water or air while in stasis. If a creature in stasis takes damage from any source they will awaken, fully alert, if they succeed at a DC Y Fortitude save. The stasis can also be broken by a dispel magic or similar effect (effective caster level Z). Any effect that opposes poison, like the neutralize poison spell or a racial resistance or immunity to poison, will affect a copper opossum's venom as if it were a poison. The save DC is Constitution-based.

Alternatively, we could give it a rake attack plus a regular claw attack, e.g.

Attack:
Bite +4 melee (1d3-4)
Full Attack: Bite +4 melee (1d3-4) and claws -1 melee (1d3-4)

...hmm, don't like that much. I prefer only giving it a bite like the basic opossum, since the text says it uses AD&D Opossum stats. Looks like I'm agreeing with you know, Freyar!

Time for a Working Draft, methinks!

EDIT: I've added a Working Draft, based on the above. I fixed some of the numbers and cut the "Copper" from "Copper Stasis Venom", since it felt superfluous.
 
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Copper Opossum
Tiny Magical Beast
Hit Dice: 1/2d10 (2 hp)
Initiative: +2
Speed: 20 ft. (4 squares), climb 15 ft.
Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple: +1/-11
Attack: Bite +5 melee (1d3-4)
Full Attack: Bite +5 melee (1d3-4)
Space/Reach: 2 1/2 ft./0 ft.
Special Attacks: Rake, stasis venom
Special Qualities: Feign death, low-light vision, scent, venom resistant
Saves: Fort +2*, Ref +4, Will +1
Abilities: Str 3, Dex 15, Con 10, Int 1, Wis 12, Cha 4
Skills: Balance +6, Climb +10, Disguise +2*, Jump +6, Hide +10, Listen +3, Move Silently +2, Spot +3, Swim +6
Feats: Alertness, Weapon Finesse (B)
Environment: Temperate hills
Organization: Solitary, pair, or family (2-8)
Challenge Rating: 1/2
Treasure: See below (copper)
Alignment: Always neutral
Advancement: —
Level Adjustment: —

This creature looks like an opossum, except its thick fur is the metallic hue of polished copper. A long, prehensile tail trails behind it.

Copper opossums are a magical breed of opossum. They are only found in areas with a source of copper, such as an exposed seam of copper ore, since they need to eat small quantities of that metal to survive. A copper opossum's ideal habitat is an area of foothills with abundant trees, streams, and a supply of high-grade ore or raw copper.

The fur of a copper opossum contains real copper. Burning a copper opossum (or just its skin) in an an exceptionally hot fire (such as a forge) leaves behind 10d4+10 copper pieces worth of raw copper. Removing the skin from a dead copper opossum requires a DC 10 Survival check. The skin weighs 3 to 6 pounds.

Copper opossums are typically 2 to 3 feet long (up to half of which is tail) and weigh between 5 and 18 pounds.

A spellcaster with the Improved Familiar feat can acquire a copper opossum as a familiar. The spellcaster must be at least 3rd level. A copper opossum familiar grants a +2 bonus on Fort saves to its master plus a +2 bonus on all saves against poison. These bonuses stack, giving a +4 bonus on Fort saves against poison.

COMBAT

A copper opossum will curl into a ball and feign death if threatened. If attacked or handled, it will kick out with its hind legs' venomous spines.

Feign Death (Ex): A copper opossum can play dead with great accuracy. It rolls into a motionless ball and secretes a foul odor, so it looks and smells like a dead animal. Although able to smell, hear, and know what is going on, the opossum is effectively blind while feigning death.

A creature examining the copper opossum may attempt a Heal or Spot check opposed by the opossum's Disguise check to detect the ruse. The opossum gains a +8 circumstance bonus on Disguise checks to feign death.

Rake (Ex): If a copper opossum is in a grapple it gains a claws attack with its hind legs (attack bonus +5 melee, damage 1d3-4 plus stasis venom).

Stasis Venom (Su): A copper opossum has spines just above its hind feet that secrete a supernatural venom. Any creature injured by its rake attack must succeed on a DC 12 Fortitude save or be placed in a state of suspended animation for 2d4 days. An envenomed victim is unconscious and immobile, but has no need of food, water or air while in stasis. If a creature in stasis takes damage from any source they will awaken, fully alert, if they succeed at a DC 12 Fortitude save. The stasis can also be broken by a dispel magic or similar effect (effective caster level 3). Any effect that opposes poison, like the neutralize poison spell or a racial resistance or immunity to poison, will affect a copper opossum's venom as if it were a poison. The save DC is Constitution-based.

Venom Resistant (Ex): Copper opossums have a +4 racial bonus on saves against poison.

Skills: Opossums have a +4 racial bonus on Balance and Swim checks. Opossums have a +8 racial bonus on Climb checks. They can use their Dexterity modifier instead of their Strength modifier for Climb, Jump and Swim checks.
 
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See, I didn't think they'd mention it if it didn't mean something stat-wise. But I'm glad you agree now. ;)

I like what you've got, and I think I'd keep the red stuff. CR should probably be a bit higher with the venom, especially if we add something like Imp Grab. :devil:
 





Didn't the regular opossum have something like feign death?

Well all the Monstrous Manual has on them is "woodland marsupials with good hearing", nothing about playing dead.

It's sort of their defining characteristic, isn't it? 'twould be sad to have a possum who can't "play possum"! :.-(

Well in the case of the Copper Opossum it's got some pretty defining characteristics of its own - it's partially made of copper and is poisonous!
 



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