Converting "Real World" Animals and Vermin

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Is this different enough from the boar to warrant a conversion?

Boar, Warthog
FREQUENCY: Common
NO. APPEARING: 1-6
ARMOR CLASS: 7
MOVE: 12"
HIT DICE: 3
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 2-8/2-8
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Animal
ALIGNMENT: Neutral
SIZE: M (2' at shoulder)
PSlONlC ABILITY: Nil
Attack/Defense Modes: Nil

These creatures are typically pig-like omnivores. Only the warthog has a
range restricted to warmer climes.

Warthog: These tropical beasts are aggressive only if their territory is
threatened or if cornered or threatened. They make two slashing attacks
with their large tusks. Male and female fight equally. If 3-6 are
encountered the balance will be young (1-2 hit dice, 1-3/2-5 hit points
damage/attack). The warthog will continue to fight for 1-2 melee rounds
after reaching 0 to -5 hit points but at -6 or greater damage dies
immediately.

Originally appeared in Monster Manual (1977).

Warthog: The warthog is so aggressive, it continues to attack until it reduced to -7 hit points.
Warthog 1-6 7 12 3 17 2 2-8/1-8 Average (8-10) 120

Source: Monstrous Manual
 

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Eh, we didn't do an Ex version? Ok, fair enough. Probably no need for the extra warthog.
 

We're long overdue for some vermin.

This begins a series of worms from Dragon #133...

In the course of world affairs, worms get short shrift. Generally ignored (if referred to at all), worms are described in the most derogatory terms. Bartlett’s Familiar Quotations lists at least 50 references to worms, not a single one of them complimentary. Worms are at best humble; at worst, vile.

This anti-worm bias extends even into the world of the AD&D® game. If a dungeon adventurer turns to his comrade and spouts, .Ygrane, ye have the soul of a veritable worm!. He’s probably not extending a warm compliment. Even the dreaded purple worm is an unhappy sort of creature . a mere earthworm writ large, with a sting arbitrarily stuck on its tail. Aside from the medieval description of dragons as “great worms” or “wyrms," worms just don’t get no respect!

All worms are not alike, however, and there’s no reason giant worms should be, either. Described herein is a set of creatures that the enterprising DM can use to keep even the most jaded characters on their toes. All of these creatures are bristle worms (or polychaetes, if you prefer good medieval Latin) that live in the sea, a habitat which is rather neglected in published monster texts. For game purposes, the DM may adapt these giant worms to underground habitats as desired.

All bristle worms are segmented (much like earthworms) and have bristles on some part of their bodies. In addition, however, they may have elaborate tentacles, well-developed eyes, or hard, sharp jaws. Some are colored shimmering iridescent green or brilliant blood red. Several types have perfected the use of toxins.

These exotic creatures can be brought into your campaign in a variety of ways. As DM, you may simply declare that the seas are inhabited by giant bristle worms, just as purple worms are found wandering in caves. This is fantasy, after all, and giant man-eating polychaetes are no less likely than the man-eating giant gar featured in the Monster Manual. For those who are sticklers for accuracy, the alternatives are to shrink the player characters or enlarge the worms. The spells involved may not need to be particularly powerful. The largest specimen of Eunice (q.v.) on record is almost 20’ long and 2’ in diameter. Enlarging such a creature or shrinking the characters by a factor of from three to five would definitely get people’s attention.

Giant bristle worms are likely to be encountered guarding the undersea entrances to castles staffed by magicians powerful enough to sustain a permanent enlargement spell. The DM may also wish to establish a cult of island inhabitants who guard their realm by the same means. The enlargement spell might be focused through an icon, and may require annual replenishment through a sacrifice of crushed pearls mixed with elven hair (preferably that of some stray adventurer). Otherwise, giant bristle worms are rare in inhabited areas, having been killed off by the local fishermen. (Titans and various demi-gods use them for bait!) They are most likely encountered on deserted beaches or lonely stretches of ocean far from civilization.

Bristle worms (polychaetes)
The bristle worms considered here share characteristics which can be dealt with collectively. First, all of them live in the sea and are largely confined to salt water (although some of them can stand several hours exposure to air).

Second, all of them have two sexes, unlike earthworms. Consequently, the mad mage who would establish a breeding population in his coastal moat has to bring back more than one giant worm. And how does said mage tell what sex of worm he has? Easily: By waiting until the breeding season, cutting open one segment from the middle region of the worm, and seeing what sort of reproductive organs are inside (perhaps a good job for the local druid).

Third, all of these worms are capable of regenerating lost hit points if they retain at least 50% of their original hit points (in the real world, regeneration takes several weeks; for AD&D game purposes, however, it is far more rapid). One-half of the lost hit points will be recovered the first night, and 1d6 hp are recovered per day thereafter. As a result, the DM might rule that a 32-hp Diopatra (q.v.) which takes 15 hp damage in one round suddenly flees combat, withdrawing deep into its dwelling tube to emerge the next morning (to the surprise of the characters) at nearly full power.

If a sword of sharpness or vorpal weapon neatly cuts a worm into two parts, both parts flee (each having half the hit points the worm formerly did, counting the damage it took from previous attacks and from the attack that cut it in two). They each then regenerate into two separate worms, but each new worm recovers only one-half the total hit points the original worm possessed after one night, and no new hit points are gained thereafter. Thus, a 40-hp worm might be cut into two parts after taking other damage as well; each half is assumed here to have 12 hp. Each half regenerates after one night into a new, smaller worm with 32 hp. If either new worm is wounded, the usual rules for regeneration are followed.

Finally, those worms that live in tubes or burrows have a giant nerve cell which runs the length of their bodies. This cell triggers the escape response, enabling the worm to withdraw in a flash at the first hint of danger. In general, worms are alarmed by looming shapes that are larger than they are.

There are literally thousands of different kinds of bristle worms. Representatives from a number of different habitats are described in the following section.

NEREIS
FREQUENCY: Common
NO. APPEARING: 2-12
ARMOR CLASS: 9
MOVE: //9. (3.)
HIT DICE: 1-4
% IN LAIR: 95%
TREASURE TYPE: Nil
NO. OF ATTACKS: 1 bite
DAMAGE/ATTACK: 1-4 or 1-6
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Withdraw into lair
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non-
ALIGNMENT: Neutral
SIZE: L (1-2’ diameter; 5-10’ long)
PSIONIC ABILITY: Nil

The Nereis constructs mucous tubes in debris or loose sand and mud, from which it moves to capture prey. If threatened, the Nereis attempts to withdraw deep into its tube, becoming impossible to hit; otherwise, it attempts to swim away. The Nereis only fights if cornered, using its pair of jaws to do 1-4 hp damage for 1-2 HD worms and 1-6 hp damage for 3-4 HD worms. This worm prefers plant material for food, but it does attack animals small enough to swallow in one gulp (1’ or less in size). It avoids attacking adventurers unless disturbed. The Nereis also eats carrion, if available.

The bristles on the Nereis are primarily used to gain purchase while the worm is moving. These bristles may cause minor damage to an attacker, however, doing 1-2 hp damage to anyone who touches the worm. The Nereis is among the most widespread of the bristle worms, and is found on muddy or sandy bottoms from deep water into estuaries, and also lurking about the bases of giant kelp.

Originally appeared in Dragon Magazine #133 (1988).


http://en.wikipedia.org/wiki/Nereis
 



Yeah, the splitting looks like fun.

It'll be nice to get some non-Gargantuan worms!

Medium or Large?

Purple worm (G): Str 35, Dex 6, Con 25, Int 1, Wis 8, Cha 8
Century Worm (G): Str 35, Dex 7, Con 22, Int —, Wis 11, Cha 2
Lucent Worm (G): Str 34, Dex 9, Con 25, Int 1, Wis 10, Cha 8
Overworm (G): Str 40, Dex 8, Con 24, Int 1, Wis 12, Cha 8
Giant Velvet Worm (H): Str 22, Dex 11, Con 16, Int -, Wis 11, Cha 2 (more of a caterpillar, though)
Giant Maggot (S): Str 7, Dex 13, Con 13, Int —, Wis 10, Cha 2
Mulworm (D): Str 1, Dex 12, Con 11, Int —, Wis 14, Cha 4 (again, caterpillar)
Wormswarm (D Swarm): Str 1, Dex 22, Con 18, Int -, Wis 10, Cha 8


Based on that, I can see basic worm ability scores as follows:

Fine: Str 1-2, Dex 19-24, Con 10-13, Int —, Wis 8-11, Cha 8
Diminutive: Str 1-2, Dex 17-22, Con 10-13, Int —, Wis 8-11, Cha 8
Tiny: Str 2-5, Dex 15-17, Con 10-13, Int —, Wis 8-11, Cha 8
Small: Str 6-7, Dex 13-15, Con 10-13, Int —, Wis 8-11, Cha 8
Medium: Str 10-11, Dex 12-15, Con 10-13, Int —, Wis 8-11, Cha 8
Large: Str 18-19, Dex 12-13, Con 14-17, Int —, Wis 8-11, Cha 8
Huge: Str 26-27, Dex 10-11, Con 18-21, Int —, Wis 8-11, Cha 8
Gargantuan: Str 34-35, Dex 6-9, Con 22-25, Int —, Wis 8-11, Cha 8
Colossal: Str 42-43, Dex 6-9, Con 26-29, Int —, Wis 8-11, Cha 8
 

Based on other worms, I'd say Medium for the sizes listed in the original stats. Abilities seem good.
 

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