Shade
Monster Junkie
Porcupine, Dire
http://www.enworld.org/forum/genera...-converting-real-world-animals-vermin-49.html
Porcupine, Dire
Medium Animal
Hit Dice: 3d8+6 (19 hp)
Initiative: +1
Speed: 20 ft. (4 squares)
Armor Class: 15 (+1 Dex, +4 natural), touch 11, flat-footed 14
Base Attack/Grapple: +2/+3
Attack: Bite +3 melee (1d6+1) or quills +3 melee (special) or 4 quills +3 ranged (1d3)
Full Attack: Bite +3 melee (1d6+1) or quills +3 melee (special) or 4 quills +3 ranged (1d3)
Space/Reach: 5 ft./ 5 ft.
Special Attacks: Quills, shoot quills
Special Qualities: Hunker down, low-light vision
Saves: Fort +5, Ref +4, Will +4
Abilities: Str 13, Dex 12, Con 15, Int 2, Wis 12, Cha 5
Skills: Climb +6, Listen +7, Spot +3
Feats: Ability Focus (defensive quills), Alertness
Environment: Any woods
Organization: Solitary or pair
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 4-5 HD (Medium); 6-9 HD (Large)
Level Adjustment: —
This sturdily-built animal is covered with long spines. It has a squarish head, beady eyes and a short but broad tail.
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. Although mostly nocturnal, dire porcupines will occasionally forage for food in the day.
A typical dire porcupine is 4 to 6 feet long (sans tail) and weighs 200 to 300 pounds.
COMBAT
Dire porcupines are more aggressive than their smaller cousins. They normally hiss a warning should any creature approach within 30 feet or so, and if the creature does not immediately retreat the dire porcupine starts launching volleys of quills. If these missiles prove ineffective, a dire porcupine either flees into the woods, or hunkers down into a ball of quills and bites any opponent that approaches it.
Hunker Down (Ex): If a dire porcupine is threatened in melee and cannot retreat to a safe distance from its opponent(s), it curls its head and legs under its torso while on the ground and flares its quills in all directions. In this defensive position, the Reflex save DC of its defensive quills special attack gains a +2 bonus (increasing it to DC 17 for a typical dire porcupine), but the porcupine's speed is reduced to 10 ft. and it cannot charge or run.
Quills (Ex): Melee combat with a dire porcupine is dangerous. An opponent who attacks a porcupine with a melee weapon that does not have reach must succeed on a DC 15 Reflex save or be struck by 1d4 quills. Each quill does 1d3 point of piercing damage (plus half the porcupine's Strength bonus, if any) and lodges in the opponent's flesh, imposing a -1 circumstance penalty to attacks, saves, and checks per quill (maximum -4 penalty). Removing a quill inflicts 1d3 point of additional damage to the victim unless a DC 15 Heal check is made.
A dire porcupine can also attack an opponent with its quills as a single melee attack, with damage as above. If the opponent succeeds on the DC 15 Reflex save it takes half damage and the quills do not lodge in its flesh. The save DCs are Constitution-based.
Shoot Quills (Ex): With a snap of its tail, a dire porcupine can loose a volley of four quills as a standard action (make an attack roll for each quill). This attack has a range of 30 feet with no range increment. All targets must be within 30 feet of each other. Any opponent hit by a shot quill must succeed on a DC 15 Reflex save or the quill will lodge in their flesh (see Defensive Quills, above, for the effects). A dire porcupine has 80 quills it can shoot from its tail, and regrows lost tail quills at a rate of 20 quills per 24-hour period.
Skills: Dire porcupines have a +4 racial bonus on Climb checks.
Originally appeared in Monster Manual (1977) as "Giant Porcupine".
http://www.enworld.org/forum/genera...-converting-real-world-animals-vermin-49.html
Porcupine, Dire
Medium Animal
Hit Dice: 3d8+6 (19 hp)
Initiative: +1
Speed: 20 ft. (4 squares)
Armor Class: 15 (+1 Dex, +4 natural), touch 11, flat-footed 14
Base Attack/Grapple: +2/+3
Attack: Bite +3 melee (1d6+1) or quills +3 melee (special) or 4 quills +3 ranged (1d3)
Full Attack: Bite +3 melee (1d6+1) or quills +3 melee (special) or 4 quills +3 ranged (1d3)
Space/Reach: 5 ft./ 5 ft.
Special Attacks: Quills, shoot quills
Special Qualities: Hunker down, low-light vision
Saves: Fort +5, Ref +4, Will +4
Abilities: Str 13, Dex 12, Con 15, Int 2, Wis 12, Cha 5
Skills: Climb +6, Listen +7, Spot +3
Feats: Ability Focus (defensive quills), Alertness
Environment: Any woods
Organization: Solitary or pair
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 4-5 HD (Medium); 6-9 HD (Large)
Level Adjustment: —
This sturdily-built animal is covered with long spines. It has a squarish head, beady eyes and a short but broad tail.
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. Although mostly nocturnal, dire porcupines will occasionally forage for food in the day.
A typical dire porcupine is 4 to 6 feet long (sans tail) and weighs 200 to 300 pounds.
COMBAT
Dire porcupines are more aggressive than their smaller cousins. They normally hiss a warning should any creature approach within 30 feet or so, and if the creature does not immediately retreat the dire porcupine starts launching volleys of quills. If these missiles prove ineffective, a dire porcupine either flees into the woods, or hunkers down into a ball of quills and bites any opponent that approaches it.
Hunker Down (Ex): If a dire porcupine is threatened in melee and cannot retreat to a safe distance from its opponent(s), it curls its head and legs under its torso while on the ground and flares its quills in all directions. In this defensive position, the Reflex save DC of its defensive quills special attack gains a +2 bonus (increasing it to DC 17 for a typical dire porcupine), but the porcupine's speed is reduced to 10 ft. and it cannot charge or run.
Quills (Ex): Melee combat with a dire porcupine is dangerous. An opponent who attacks a porcupine with a melee weapon that does not have reach must succeed on a DC 15 Reflex save or be struck by 1d4 quills. Each quill does 1d3 point of piercing damage (plus half the porcupine's Strength bonus, if any) and lodges in the opponent's flesh, imposing a -1 circumstance penalty to attacks, saves, and checks per quill (maximum -4 penalty). Removing a quill inflicts 1d3 point of additional damage to the victim unless a DC 15 Heal check is made.
A dire porcupine can also attack an opponent with its quills as a single melee attack, with damage as above. If the opponent succeeds on the DC 15 Reflex save it takes half damage and the quills do not lodge in its flesh. The save DCs are Constitution-based.
Shoot Quills (Ex): With a snap of its tail, a dire porcupine can loose a volley of four quills as a standard action (make an attack roll for each quill). This attack has a range of 30 feet with no range increment. All targets must be within 30 feet of each other. Any opponent hit by a shot quill must succeed on a DC 15 Reflex save or the quill will lodge in their flesh (see Defensive Quills, above, for the effects). A dire porcupine has 80 quills it can shoot from its tail, and regrows lost tail quills at a rate of 20 quills per 24-hour period.
Skills: Dire porcupines have a +4 racial bonus on Climb checks.
Originally appeared in Monster Manual (1977) as "Giant Porcupine".
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