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Converting "Real World" Animals and Vermin
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<blockquote data-quote="Shade" data-source="post: 5308517" data-attributes="member: 287"><p>The giant clam has already been converted in Tome of Horrors revised. Here are its pertinent stats...</p><p></p><p>CLAM, GIANT</p><p>Large Vermin (Aquatic)</p><p>Hit Dice: 4d8+8 (26 hp)</p><p>Initiative: -5</p><p>Speed: 5 ft. (1 square)</p><p>Armor Class: 14 (-1 size, -5 Dex, +10 natural),</p><p>touch 4, flat-footed 14</p><p>Base Attack/Grapple: +3/+12</p><p>Attack: See text</p><p>Full Attack: See text</p><p>Space/Reach: 10 ft./5 ft.</p><p>Special Attacks: Acid 1d2, engulf</p><p>Special Qualities: Blindsight 30 ft., camouflage, vermin</p><p>traits</p><p>Saves: Fort +6, Ref –4, Will +1</p><p>Abilities: Str 20, Dex 1, Con 15, Int —, Wis 10,</p><p>Cha 9</p><p>Skills: —</p><p>Feats: —</p><p>Environment: Warm or temperate aquatic</p><p>Organization: Solitary or cluster (2-10)</p><p>Challenge Rating: 2</p><p>Treasure: 50% standard</p><p>Alignment: Always neutral</p><p>Advancement: 5–8 HD (Large)</p><p>Level Adjustment: —</p><p></p><p>Acid (Ex): A giant clam has a slow-acting acid that it uses to break down organic matter trapped in its interior. An engulfed creature takes 1d2 points of acid damage each round.</p><p></p><p>Engulf (Ex): As a standard action, a giant clam can attempt to pull a creature up to one size smaller than itself that is within reach into its interior. An opponent can make an attack of opportunity against the clam, but if it does so it is not entitled to a saving throw. An opponent that does not attempt an attack of opportunity must succeed on a DC 17 Reflex save or be pulled into the clam’s interior.</p><p></p><p>An engulfed creature is subject to the clam’s acid, and is considered to be grappled and trapped within its body. The save DC is Strength-based.</p><p></p><p>A giant clam can be forced open by making an opposed Strength check against the clam’s Strength check. Otherwise, it opens on its own in 1d4 hours.</p><p></p><p>Blindsight (Ex): Giant clams have no visual organs but can ascertain all foes within 30 feet using vibration.</p><p></p><p>Camouflage (Ex): The rough shell of a giant clam is usually draped with barnacles, anemones, and bits of coral, which help it to blend in with its environment. Creatures must succeed on a DC 20 Spot check to notice a giant clam. Anyone with ranks in Survival or Knowledge (any water- or searelated skill) can use one of those skills instead of Spot to notice the giant clam.</p><p></p><p></p><p>I've included the original giant clam stats above for comparison purposes. We'll just be convertin the carnivorous (scallop) version.</p></blockquote><p></p>
[QUOTE="Shade, post: 5308517, member: 287"] The giant clam has already been converted in Tome of Horrors revised. Here are its pertinent stats... CLAM, GIANT Large Vermin (Aquatic) Hit Dice: 4d8+8 (26 hp) Initiative: -5 Speed: 5 ft. (1 square) Armor Class: 14 (-1 size, -5 Dex, +10 natural), touch 4, flat-footed 14 Base Attack/Grapple: +3/+12 Attack: See text Full Attack: See text Space/Reach: 10 ft./5 ft. Special Attacks: Acid 1d2, engulf Special Qualities: Blindsight 30 ft., camouflage, vermin traits Saves: Fort +6, Ref –4, Will +1 Abilities: Str 20, Dex 1, Con 15, Int —, Wis 10, Cha 9 Skills: — Feats: — Environment: Warm or temperate aquatic Organization: Solitary or cluster (2-10) Challenge Rating: 2 Treasure: 50% standard Alignment: Always neutral Advancement: 5–8 HD (Large) Level Adjustment: — Acid (Ex): A giant clam has a slow-acting acid that it uses to break down organic matter trapped in its interior. An engulfed creature takes 1d2 points of acid damage each round. Engulf (Ex): As a standard action, a giant clam can attempt to pull a creature up to one size smaller than itself that is within reach into its interior. An opponent can make an attack of opportunity against the clam, but if it does so it is not entitled to a saving throw. An opponent that does not attempt an attack of opportunity must succeed on a DC 17 Reflex save or be pulled into the clam’s interior. An engulfed creature is subject to the clam’s acid, and is considered to be grappled and trapped within its body. The save DC is Strength-based. A giant clam can be forced open by making an opposed Strength check against the clam’s Strength check. Otherwise, it opens on its own in 1d4 hours. Blindsight (Ex): Giant clams have no visual organs but can ascertain all foes within 30 feet using vibration. Camouflage (Ex): The rough shell of a giant clam is usually draped with barnacles, anemones, and bits of coral, which help it to blend in with its environment. Creatures must succeed on a DC 20 Spot check to notice a giant clam. Anyone with ranks in Survival or Knowledge (any water- or searelated skill) can use one of those skills instead of Spot to notice the giant clam. I've included the original giant clam stats above for comparison purposes. We'll just be convertin the carnivorous (scallop) version. [/QUOTE]
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