Monday, January 30, 2017

Savage Eberron: Horrid Animals

Illustration of a horrid ape
Using Savage Worlds to run "The Forgotten Forge," the adventure included in the back of the Eberron Campaign Setting, I had to quickly adapt the Horrid Animal template and specifically a Horrid Rat. I've also thrown in the Horrid Ape, just because.

The challenging part was that the Horrid Animal template is applied to a dire animal as the base creature. I wanted to make sure the numbers aligned with the both a converted dire animal and the example animals in the Eberron Campaign Setting. One aspect of that template is a +4 increase to Con (in D20) which I had to translate to Savage Worlds. Using the old D20 to Savage Worlds Conversion guide proved challenging because of the inconsistent ranges for D20 stat attributes to dice translations. In some cases, it's a range of two points, but in others it's three points. The +4 didn't translate consistently because it would mean one or two die sizes depending on the dire animal's Con. With that in mind, I leaned toward the conservative side and defined it as increasing Vigor by one die size.

Below are the results.

Horrid Animals

Gatekeepers druids created horrid animals during the Daelkyr War as living weapons bred for battle to fight the incursion. They modified various dire animals through ancient druid rituals to create new species that breed true.

Gatekeepers continue to use horrid animals as companions and sentinels. Horrid animals are commonly found in the wilds of the Shadow Marches, the Eldeen Reaches, the Demon Wastes, and Droaam.

A horrid animal gains the following abilities.
  • Armor +2: Bony or chitinous plates cover the horrid animal’s body, giving it an armored appearance.
  • Acidic Attack: A horrid animal’s natural weapons deal an extra 1d6 acid damage.
  • Ill-Tempered: Persuasion rolls involving a horrid animal take a –2 penalty, since horrid animals are more difficult to control than normal animals or even dire animals.
  • Immunity to Acid: A horrid animal has immunity to acid.
  • Healer: A horrid animal adds +2 to all natural healing rolls for its own wounds.
  • Resilient: Horrid animals have a Vigor one die size higher than their dire counterparts.

Horrid Ape

Attributes: Agility d10, Smarts d4 (A), Spirit d8, Strength d12+2, Vigor d10
Skills: Fighting d4, Climbing d12, Notice d6, Stealth d6
Charisma: 0; Pace: 6; Parry: 4; Toughness: 11 (2)
Treasure: None
Special Abilities
  • Alertness: +2 to Notice rolls.
  • Armor +2: Bony or chitinous plates cover the horrid animal’s body, giving it an armored appearance.
  • Acidic Attack: A horrid animal’s natural weapons deal an extra 1d6 acid damage. Any material hit by the acid is damaged (armor loses a point of protection).
  • Bite/Claw: Str+d8+d6 acid.
  • Healer: A horrid animal adds +2 to all natural healing rolls for its own wounds.
  • Ill-Tempered: Persuasion rolls involving a horrid animal take a –2 penalty, since horrid animals are more difficult to control than normal animals or even dire animals.
  • Immunity to Acid: A horrid animal has immunity to acid.
  • Resilient: Horrid animals have a Vigor one die size higher than their dire counterparts.
  • Size +2: Toughness +2.

Horrid Rat

illustration of Horrid Rat
Attributes: Agility d12, Smarts d6 (A), Spirit d6, Strength d6, Vigor d10
Skills: Fighting d4, Climbing d10, Swimming d10, Notice d6, Stealth d8
Charisma: -; Pace: 8; Parry: 4; Toughness: 8 (2)
Treasure: None
Special Abilities
  • Alertness: +2 to Notice rolls.
  • Armor +2: Bony or chitinous plates cover the horrid animal’s body, giving it an armored appearance.
  • Acidic Attack: A horrid animal’s natural weapons deal an extra 1d6 acid damage. Any material hit by the acid is damaged (armor loses a point of protection).
  • Bite: Str + d4 + d6 acid; infection.
  • Healer: A horrid animal adds +2 to all natural healing rolls for its own wounds.
  • Ill-Tempered: Persuasion rolls involving a horrid animal take a –2 penalty, since horrid animals are more difficult to control than normal animals or even dire animals.
  • Immunity to Acid: A horrid animal has immunity to acid.
  • Infection:  Anyone Shaken or wounded by a rat must make a Vigor roll or suffer a level of Fatigue from an infected bite. Cumulative bites can lead to Incapacitation, but never to Death. The infection lasts 2d6 days. The powers healing (within 10 minutes) or succor can remove the disease and Fatigue.
  • Low Light Vision: No penalties for dim or dark lighting.
  • Resilient: Horrid animals have a Vigor one die size higher than their dire counterparts.
  • Size -1: Two feet long; Toughness -1.


This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at www.peginc.com. Savage Worlds and all associated logos and trademarks are copyrights of Pinnacle Entertainment Group. Used with permission. Pinnacle makes no representation or warranty as to the quality, viability, or suitability for purpose of this product.

Eberron is a trademark of Wizards of the Coast, Inc., in the U.S.A. and other countries. All Wizards characters, character names, and the distinctive likenesses thereof are property of Wizards of the Coast, Inc.