[M&M] Animal/Monster stats...


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A possible answer...

The following is a post from Steve Kenson himself addressing this very subject. It may be found at the Green Ronin messageboard as well: http://www.greenronin.com/phpBB2/viewtopic.php?t=352&highlight=bestiary

"Okay, I'd be interested in hearing how much interest there would be in a Mutants & Masterminds Beastiary, or some sort of conversion guidelines (maybe as a web enhancement).

In my experience, the creatures from the Monster Manual are fairly easy to use in Mutants & Masterminds with just a couple slight modifications. Basically:

1) Take any ability scores the creature has over 20, divide the extra amount by two, round down and make that the creature's rank in the appropriate super-ability.

2) Give the creature a Damage saving throw bonus equal to its base Con bonus plus any natural armor bonus that it has. Subtract the natural armor bonus from its AC to calculate its new Defense. (This usually results in most monsters being easier to hit, but more difficult to hurt.)

3) Divide the creature's maximum damage by 6 (round down) and make that its damage bonus, if it exceeds the creature's base Strength bonus, otherwise just use the Str bonus.

4) Convert any spell-like or supernatural abilities the creature may have into ranks in the appropriate super-powers.

That's pretty much it. Keep in mind that this system isn't 100% exact (no conversion system is, IMHO), but it's a good ballpark. Tweak the stats as needed to get the feel of the monster right.

As an example, here's a classic comic book monster, a T-rex:

Tyrannosaurus: Huge creature; Init +1 (Dex); Defense 9 (-2 size, +1 Dex); Spd 40 ft.; Atk +13 melee (+11 dmg, bite); SV Dmg +11, Fort +15, Ref +12, Will +8; Str 20, Dex 12, Con 19, Int 2, Wis 15, Cha 10. Skills: Listen +11, Spot +11. Feats: Scent. Powers: Claws +1, Super-Strength +4."
 

Some other critters from Kenson's keyboard.

Dragon: Huge; PL 15; Init +0; Defense 13 (-2 size, +5 base); Spd 40 ft. (fly 40 ft.); Atk +14 melee (+15 dmg, claws), +10 ranged (+14 dmg, flame breath); SV Dmg +5, Fort +20, Ref +14, Will +18; Str 18, Dex 10, Con 20, Int 18, Wis 19, Cha 18; Skills: Knowledge (Occult) +12, Listen +10, Spot +8; Feats: Detect (Magic), Immunity (Fire), See Invisibility; Powers: Amazing Save +14 (Fortitude, Reflex, Will) Energy Blast +14 (Flame Breath), Flight +8 (Flaw: Wings), Growth +8 (Flaw: Permanent), Natural Weapon (Claws) +3, Super-Constitution +1. Some dragons also have Sorcery.
Adjust as desired for size and power level.

Ghost: PL 6; Init +0 (Dex); Defense 10 (+0 Dex); Spd 30 ft. (fly 40 ft.); Atk +4 melee (phase attack); SV Dmg +1, Fort +3, Ref +1, Will +4; Str 10, Dex 11, Con 12, Int 10, Wis 11, Cha 16; Skills: Hide +8, Listen +8, Spot +10; Powers: Incorporeal +8 (Extras: Float, Ghost Touch, Immunity, Invisibility, Phase Attack; Flaw: Permanent).

Mummy: PL 5; Init -1 (Dex); Defense 10 (+1 base, -1 Dex); Spd 20 ft.; Atk +6 melee (+3 dmg, punch); SV Dmg +10, Fort —, Ref +1, Will +7; Str 17, Dex 8, Con —, Int 6, Wis 14, Cha 15; Skills: Hide +8, Listen +9, Move Silently +8, Spot +9; Powers: Drain Constitution +8; Weakness: Vulnerable (Fire).

Shadow: Medium, PL 4; Init +2 (Dex); Defense 13 (+1 dodge, +2 Dex); Spd 30 ft. (fly 40 ft.); Atk +3 melee (drain strength); SV Dmg +1, Fort —, Ref +3, Will +4; Str —, Dex 14, Con —, Int 6, Wis 12, Cha 13; Skills: Hide +8, Intuit Direction +5, Listen +7, Spot +7; Feats: Attack Finesse, Dodge; Powers: Drain Strength +5, Incorporeal +8 (Extras: Float, Ghost Touch; Flaws: Permanent).

Skeleton: PL 1; Init +5 (+1 Dex, +4 Improved Initiative); Defense 13 (+2 base, +1 Dex); Spd 30 ft.; Atk +0 melee (+0 dmg, claws, or by weapon); SV Dmg +0, Fort —, Ref +1, Will —; Str 10, Dex 12, Con —, Int —, Wis 10, Cha 11; Feats: Improved Initiative.

Succubus: PL 15; Init +1 (Dex); Defense 20 (+8 base, +1 Dex, +1 dodge); Spd 30 ft. (Fly 50 ft.); Atk +7 melee (+2 dmg, claws); SV Dmg +6, Fort +6, Ref +6, Will +7; Str 13, Dex 13, Con 13, Int 16, Wis 14, Cha 20; Skills: Bluff +11, Disguise +11, Escape Artist +7, Hide +7, Knowledge (any one) +9, Listen +16, Move Silently +7, Ride +7, Search +9, Spot +16; Feats: Dodge; Powers: Natural Weapon (Claws) +1, Drain +6 (Wisdom), Shapeshift +8, Sorcery +8, Super-Senses +5.

Vampire: PL 10; Init +6 (+2 Dex, +4 Improved Initiative); Defense 16 (+4 base, +2 Dex); Spd 30 ft. (Fly 20 ft.); Atk +9 melee (+6 dmg, punch); SV Dmg +8, Fort +5, Ref +6, Will +4; Str 20, Dex 17, Con —, Int 12, Wis 16, Cha 12; Skills: Bluff +9, Climb +10, Hide +11, Listen +17, Move Silently +11, Search +9, Sense Motive +11, Spot +17; Feats: Blind-Fight, Improved Initiative, Lighting Reflexes; Powers: Alternate Form (Mist) +4, Drain Strength +5 (Flaw: Vampire must bite victim), Mind Control +8, Regeneration +5, Shapeshift +5 (bat or wolf), Super-Senses +5, Super-Strength +1; Weaknesses: Berserk (When denied blood), Susceptible (Lack of Blood, Sunlight), Vulnerable (Wooden Stakes).

Werewolf: PL 3; Init +6 (+2 Dex, +4 Improved Initiative); Defense 14 (+2 base, +2 Dex); Spd 50 ft.; Atk +3 melee (+3 dmg, bite); SV Dmg +2, Fort +7, Ref +5, Will +2; Str 13, Dex 15, Con 15, Int 10, Wis 10, Cha 10; Skills: Hide +3, Listen +14, Move Silently +4, Search +8, Spot +14, Wilderness Lore +10; Feats: Attack Finesse, Blind-Fight, Improved Initiative; Powers: Natural Weapon (Claws) +2, Protection +5, Super-Senses +8; Weakness: Transformation, Vulernable (Silver).

Zombie: PL 1; Init -1 (Dex); Defense 10 (+1 base, -1 Dex); Spd 30 ft.; Atk +2 melee (+1 dmg, punch or by weapon); SV Dmg +1, Fort +0, Ref -1, Will +3; Str 13, Dex 8, Con —, Int —, Wis 10, Cha 1.[/quote]
 

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