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Converting "Real World" Animals and Vermin

Cleon

Legend
Moved to Homebrews and added a bit of flavor text.

I believe we're done.

We're done once you've added the full stop missing from the first sentence of your flavour:

"Dire porcupines, like their smaller cousins, are rodents known for their coat of quills Dire porcupines are herbivorous, eating mostly leaves, herbs, twigs and green plants."

=>

"Dire porcupines, like their smaller cousins, are rodents known for their coat of quills. Dire porcupines are herbivorous, eating mostly leaves, herbs, twigs and green plants."
 

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Shade

Monster Junkie
Full stop repaired.

Woodchuck
HD 1-6 hp
AC 9
# App 1-2
Att 1
Dmg 1
MV 5, Br 2
XP Value 7

Woodchucks are capable of quickly gnawing through trees or wood. The pelts are worth 1 gp.

Originally appeared in Monstrous Compendium Volume Two (1989).

Groundhog - Wikipedia, the free encyclopedia

Now, we've already got 3e stats for a groundhog, but we could use this as a springboard for a dire version if you'd like.
 

Cleon

Legend
Full stop repaired.

Woodchuck
HD 1-6 hp
AC 9
# App 1-2
Att 1
Dmg 1
MV 5, Br 2
XP Value 7

Woodchucks are capable of quickly gnawing through trees or wood. The pelts are worth 1 gp.

Originally appeared in Monstrous Compendium Volume Two (1989).

Groundhog - Wikipedia, the free encyclopedia

Now, we've already got 3e stats for a groundhog, but we could use this as a springboard for a dire version if you'd like.

These don't strike me as desperately interesting, I fear.

How much are they going to differ from an SRD Rat?
 

Shade

Monster Junkie
These don't strike me as desperately interesting, I fear.

How much are they going to differ from an SRD Rat?

Here are the groundhog (familiar) stats:

Groundhog: CR --; Tiny Animal; HD 1/4 d8; hp 1; +1 (Dex); Spd 10 ft.; AC 13 (+1 Dex, +2 size); Atk none; SQ scent; Face 2 1/2 ft. by 2 1/2 ft.; Reach 0 ft.; SV Fort +2, Ref +3, Will +1; Str 3, Dex 12, Con 11, Int 2, Wis 12, Cha 3.
Skills: Hide +20, Move Silently +9, Listen +9, Groundhogs gain a +4 bonus to Hide, Move Silently, and Listen checks.


I'm perfectly content to move on to something else.
 

Cleon

Legend
Here are the groundhog (familiar) stats:

Groundhog: CR --; Tiny Animal; HD 1/4 d8; hp 1; +1 (Dex); Spd 10 ft.; AC 13 (+1 Dex, +2 size); Atk none; SQ scent; Face 2 1/2 ft. by 2 1/2 ft.; Reach 0 ft.; SV Fort +2, Ref +3, Will +1; Str 3, Dex 12, Con 11, Int 2, Wis 12, Cha 3.
Skills: Hide +20, Move Silently +9, Listen +9, Groundhogs gain a +4 bonus to Hide, Move Silently, and Listen checks.

I'm perfectly content to move on to something else.

Mostly that looks OK, but surely woodchucks ought to have a Climb Speed, or at least a racial bonus to Climb since they go up trees to feed or escape predators? They're also good swimmers, which isn't reflected in those stats.

I'd just add a 10 ft. Climb and Swim speed to those Groundhog familiar stats and called it a day. They shouldn't bet far off from the SRD Rat stats, as I said.

However, since woodchucks are groundhogs the familiar entry means they've got official 3E stats, so I think we should move on...
 

freyar

Extradimensional Explorer
I think I have to agree that these have officially been converted already. Though an SA to ignore the hardness of wood would have been amusing, despite the lack of attacks.
 


Cleon

Legend
As far as I can tell, these haven't been converted under their own or any other name...

Muskrat

I would suggest taking the Enworld Beaver conversion and reducing it 1 size category, since Muskrats should be pretty similar to Tiny Beavers as far as their 3E stats go.

The Enworld Beaver has Str 13 which would be 9 if Tiny-fied. A muskrat is about 4 times bigger than a large rat, so Str 7 would seem better.

I also gave them a rat's mental stats rather than a beaver's, since the Enworld beaver has Wisdom 16 for some weird reason.

That would give stats something like:

Muskrat
Tiny Animal
Hit Dice: 1/2d8 (2 hp)
Initiative: +0
Speed: 10 ft. (2 squares), swim 30 ft.
Armor Class: 12 (+2 size), touch 12, flat-footed 12
Base Attack/Grapple: +0/-10
Attack: Bite +2 melee (1d3-2)
Full Attack: Bite +2 melee (1d3-2)
Space/Reach: 2 1/2 ft./0 ft.
Special Attacks: —
Special Qualities: Cold tolerant, hold breath, low-light vision, scent
Saves: Fort +2, Ref +2, Will +1
Abilities: Str 7, Dex 10, Con 11, Int 2, Wis 12, Cha 2
Skills: Listen +7, Spot +3, Swim +8
Feats: Alertness
Environment: Temperate swamps
Organization: Solitary, pair, family (2-12) or lodge (10–40)
Challenge Rating: 1/8
Treasure: None
Alignment: Always neutral
Advancement: —
Level Adjustment: —

Cold Tolerant (Ex): A muskrat's insulating fat grants it a +2 racial bonus on saving throws made against cold attacks and environmental conditions.

Hold Breath (Ex): A muskrat can hold its breath for a number of rounds equal to 6 x its Constitution score before it risks drowning.

Skills: A muskrat has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
 



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