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Converting "Real World" Animals and Vermin

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Shade

Monster Junkie
Sounds good.

Stick with standard poison for a Large monstrous spider?

Give it the usual spider skill bonuses?
 

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freyar

Extradimensional Explorer
My inclination is to say yes to both. However, I could also see reducing the Jump bonus some and increasing the Hide bonus even more than the usual web-spinning spider. Also, this is missing in the SRD too, but shouldn't the stat block reflect the racial Move Silently bonus?
 

Shade

Monster Junkie
We could drop the bonus on Jump and Spot checks for hunting spiders, and just give them the web-spinning spider bonuses.

I believe the Move Silently isn't listed on the skills line since it only pertains to their web. Of course, it makes sense to have the usual asterix like they do with conditional Hide bonuses.
 






Shade

Monster Junkie
Walking Stick
AC:5 MV:6 HD:9 hp:54 #AT:3 Dmg:1-2/1-2/1-4 SA:Nil SD:Camouflage AL:N THAC0:12

"Against a vine-covered tree leans an eight-foot tall bare wood staff. There is no sign of its owner"

If the characters look away, when they look back the staff will have moved. This is a giant walking stick, a relative of the praying mantis, but not nearly as aggressive as one, It moves if touched, standing up and waving its four forelegs. If unmolested, it then walks away. If the creature is attacked, it retreats into a stand of tall grasses from which it can fight using cover and gaining +2 on initiative.

Originally appeared in Adventure Pack I (1987).

Wikipedia Entry: http://en.wikipedia.org/wiki/Stick_insect

I've always been fascinated by these things. B-)
 

freyar

Extradimensional Explorer
Large vermin, then? The giant praying mantis has Str 19, Dex 8, Con 15, Int —, Wis 14, Cha 11. Why don't we drop Str a little and increase Dex (due to that initiative bit in the blurb)? So Str 17, Dex 12, Con 15, Int —, Wis 14, Cha 11?
 


Shade

Monster Junkie
Agreed to all that.

I've often thought that these would make interesting mounts. Any objections to adding some text that "although vermin, giant walking sticks may be trained with the Handle Animal skill"? Maybe a higher DC, like magical beasts?
 


Shade

Monster Junkie
Added to Homebrews.

I copied the skill bonuses (other than climb) from the giant mantis. Should the hide bonus be higher?

I actually found some precedent for vermin as mounts, so I copied the text over from the giant dragonfly.
 

demiurge1138

Inventor of Super-Toast
That Hide bonus doesn't include the racial bonus, does it? It should be +1 (-4 size, +1 Dex, +4 racial). Frankly, I'd give it an even higher bonus in foliage.
 

Shade

Monster Junkie
Oops! I had it as Huge, rather than Large, and imposed a -8 penalty. I'll correct both.

How about we got with +12 in trees (live or dead) and +16 or even +20 when surrounded by foliage?
 

freyar

Extradimensional Explorer
I actually found some precedent for vermin as mounts, so I copied the text over from the giant dragonfly.
Didn't you convert the giant dragonfly in Dragon Mag, demiurge?


Oops! I had it as Huge, rather than Large, and imposed a -8 penalty. I'll correct both.

How about we got with +12 in trees (live or dead) and +16 or even +20 when surrounded by foliage?
I like the boosted Hide bonus!

What's the poison from on the bite attack? I would say it looks like the original text gives it also 2 claws at 1d2 damage, but the praying mantis doesn't get those.
 



freyar

Extradimensional Explorer
This is looking good.

Training a normal animal as a combat mount is DC 20 and DC 15 as a normal mount. Training a non-animal with Int 1-2 adds 5 to the DC. Since this is Int -, probably we should add 10, so DC 25 or 30?

To get carrying capacity, I'm treating this as a Large quadruped, which means it gets a multiplier of x3 on the carrying capacity table. So light load -258 lb, medium 259-519lb, heavy 520-780lb.

Temperate forests look good.
Stick with solitary?
Tough CR 3?
Advancement: 10-17 HD (Large), 18-26 HD (Huge)?
 

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