Monster Conversion
Hippogriff Example
This document illustrates the ease of converting a D&D 3e Monster into the HERO System.
D&D 3e Stat Block
The Hippogriff is described as follows in the OGL System Reference Document:

HIPPOGRIFF

 

Large Magical Beast

Hit Dice:

3d10+9 (25 hp)

Initiative:

+2

Speed:

50 ft. (10 squares), fly 100 ft. (average)

Armor Class:

15 (1 size, +2 Dex, +4 natural), touch 11, flat-footed 13

Base Attack/Grapple:

+3/+11

Attack:

Claw +6 melee (1d4+4)

Full Attack:

2 claws +6 melee (1d4+4) and bite +1 melee (1d8+2)

Space/Reach:

10 ft./5 ft.

Special Attacks:

Special Qualities:

Darkvision 60 ft., low-light vision, scent

Saves:

Fort +6, Ref +5, Will +2

Abilities:

Str 18, Dex 15, Con 16, Int 2, Wis 13, Cha 8

Skills:

Listen +4, Spot +8

Feats:

Dodge, Wingover

Environment:

Temperate hills

Organization:

Solitary, pair, or flight (712)

Challenge Rating:

2

Treasure:

None

Alignment:

Always neutral

Advancement:

46 HD (Large); 79 HD (Huge)

Level Adjustment:

Hippogriffs are aggressive flying creatures that combine features of horses and giant eagles. Voracious omnivores, hippogriffs will hunt humanoids as readily as any other meal. A typical hippogriff is 9 feet long, has a wingspan of 20 feet, and weighs 1,000 pounds.

COMBAT

Hippogriffs dive at their prey and strike with their clawed forelegs. When they cannot dive, they slash with claws and beak. Mated pairs and flights of these creatures attack in concert, diving repeatedly to drive away or kill intruders. Hippogriffs fight to the death to defend their nests and their hatchlings, which are prized as aerial mounts and fetch a handsome price in many civilized areas.

Skills: Hippogriffs have a +4 racial bonus on Spot checks.

TRAINING A HIPPOGRIFF

A hippogriff requires training before it can bear a rider in combat.

Training a hippogriff requires six weeks of work and a DC 25 Handle Animal check. Riding a hippogriff requires an exotic saddle. A hippogriff can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.

Hippogriff eggs are worth 2,000 gp apiece on the open market, while young are worth 3,000 gp each. Professional trainers charge 1,000 gp to rear or train a hippogriff.

Carrying Capacity: A light load for a hippogriff is up to 300 pounds; a medium load, 301600 pounds; and a heavy load, 601900 pounds.

D&D 3e Monsters As Races Conversion
According to the D&D 3e Monsters as Races rules, the Hippogriff transitions to a PC Race as follows.
HIPPOGRIFF
STATS CONVERSION
STR DEX CON INT WIS CHA
18 15 16 2 13 8
-10 -11 -10 - -11 -
Bonuses
+8 +4 +6 - +2 -
Using the same Characteristics Conversion chart Converting this into the HERO System, set forth in the Step2: Converting Characters of the Eight Conversion Steps, we have the following start for our Hippogriff Race Package Deal:
Strong: +8 STR
Agile: +4 DEX
Durable: +6 CON
Stubborn: +2 EGO
Hardy: +2 BODY ((25 hp / 15) + 10)
PROFILE
Fleet: Ground Speed 50 ft.
Each hex in the HERO System is 6.5 feet, so 50/6.5 = 8". This converts into the HERO System as such:
Fleet: +2" Running
Real Cost: 4 Points
Winged Flight: Fly 100 ft.
Each hex in the HERO System is 6.5 feet, so 100/6.5 = 15". The Hippogriff should be able to fly around for quite a while without getting tired, so we'll make it 1/2 END, and of course wings make this style of Flight Restrainable. This converts into the HERO System as such:
Winged Flight: Flight 15", Reduced Endurance (1/2 END; +1/4) (37 Active Points); Restrainable (Wings, -1/2); [1 END]
Real Cost: 25 Points
Tough Hide: +4 Natural Armor
This translates into 12 Real Cost worth of damage mitigation in the HERO System.
Tough Hide: Armor (4 PD/4 ED)
Real Cost: 12 Points
Accurate: +3 Base Attack
This translates into +1 OCV in the HERO System
Accurate: +1 HtH
Real Cost: 5 Points
Claws: 1d4
The full attack reveals that the Hippogriff makes a double claw attack. There are several ways to model this in the HERO System ranging from Two Weapon Fighting to Autofire, but since this is such a low dice of effect and represents animal claws as well an accepted practice is to take a larger attack with the Reduced Penetration Limitation used to represent two smaller attacks.
Basically, when the damage is rolled for this attack its split in half and each half is compared against the opponents defenses. This version is slightly better than 1d4 (which would equate to a 1/2D6), but due to differences in how defenses work between the two games, this is a more realistically threatening ability.
Claws: Killing Attack - Hand-To-Hand 1d6 (2d6 w/ 18 STR) (vs. PD) (15 Active Points); Restrainable (Claws; -1/2), Reduced Penetration (-1/4) [1 END]
Real Cost: 8 Points
Bite: 1d8
This attack is a little nastier, but appears to be harder to hit with.
In the HERO System the Claw + Bite routine would be handled via a Multiple Power Attack.
Bite: Killing Attack - Hand-To-Hand 1 1/2d6 (2 1/2d6 w/ 18 STR) (vs. PD), Reduced Endurance (0 END; +1/2) (37 Active Points); Restrainable (Jaws; -1/2), Inaccurate 1/2 OCV (-1/4) [0 END]
Real Cost: 21 Points
Darkvision 60 ft., low-light vision, scent
These senses are all easily convertable into the HERO System.
Darkvision: Nightvision (Real Cost: 5)
Low-Light Vision: Ultraviolet Perception (Sight Group) (Real Cost: 5)
Scent: Tracking with Smell/Taste Group (Real Cost: 10)
Real Cost: 20 Points
Alert: Listen +4, Spot +8
The Hippogriffs are alert. Using the divide by four method to calculate Skill levels, we would gain a +1 PER for Hearing and a +2 PER for Sight from this. We can go ahead and coalesce a +1 Sight and Hearing level to save a point.
However an important thing to keep in mind is that the HERO System has Range Penalties that apply to PER checks, and Hippogriffs are going to often be flying pretty high. Thus its not inappropriate to give them some Telescopic Levels with their vision so that they can see things on the ground from high up.
Alert: +1 All PER (Real Cost: 3)
Good Eyes: +1 PER Sight (Real Cost: 2)
Part Bird's Eye View: +9 versus Range Modifier for Sight Group (Real Cost: 14)
Real Cost: 19 Points
Dodge
This Feat is actually weaker than a +1 DCV level, but for simplicities sake we'll call it +1 DCV.
Dodge: +1 DCV
Real Cost: 5 Points
Wingover
This Feat could be handled in one of two ways. The first way, we could apply the No Turn Mode Advantage to the creatures Flight Power. The other way translates directly into Movement Skill Levels. Since the creature does have a Turn Mode but can over come it with effort (a feat) we'll go with the later.
As a side note these Skill Levels also allow the Monster to accelerate and decelerate faster, and gain a DCV bonus when dodging if they don't use them to improve their Turn rate in a given Phase.
Wingover: +2 Flight Skill Levels
Real Cost: 4 Points
FINISHED
That's basically it, aside from identifying any downsides suffered by a Hippogriff due to their anatomy or nature.
Hippogriffs have Animal Intelligence, and limited manipulation since they lack hands. They are also big enough to qualify for a Large Size Disadvantage, though I'm not going to give them any of the abilities in the Large Size Template since they're borderline (this is a judgment call, and a GM preferring to give them some Knockback Resistance or the like from the Large Size Template Package would certainly be within their rights to do so).
Putting it all together we get the following Package Deal:



Race Package Deal
Hippogriff
Hippogriffs are aggressive flying creatures that combine features of horses and giant eagles. Voracious omnivores, hippogriffs will hunt humanoids as readily as any other meal. A typical hippogriff is 9 feet long, has a wingspan of 20 feet, and weighs 1,000 pounds.
Hippogriffs dive at their prey and strike with their clawed forelegs. When they cannot dive, they slash with claws and beak. Mated pairs and flights of these creatures attack in concert, diving repeatedly to drive away or kill intruders. Hippogriffs fight to the death to defend their nests and their hatchlings, which are prized as aerial mounts and fetch a handsome price in many civilized areas.
TRAINING A HIPPOGRIFF
A hippogriff requires training before it can bear a rider in combat. Training a hippogriff requires six weeks of work and a DC 25 Handle Animal check. Riding a hippogriff requires an exotic saddle. A hippogriff can fight while carrying a rider.
HIPPOGRIFF COMMODITIES
Hippogriff eggs are worth 2,000 gp apiece on the open market, while young are worth 3,000 gp each. Professional trainers charge 1,000 gp to rear or train a hippogriff.
Cost Ability
8 Strong: +8 STR
4 Agile: +4 DEX
6 Durable: +6 CON
4 Stubborn: +2 EGO
4 Hardy: +2 BODY
4 Fleet: +2" Running
25 Winged Flight: Flight 15", Reduced Endurance (1/2 END; +1/4) (37 Active Points); Restrainable (Wings, -1/2); [1 END]
12 Tough Hide: Armor (4 PD/4 ED)
5 Accurate: +1 HtH
8 Claws: Killing Attack - Hand-To-Hand 1d6 (2d6 w/ 18 STR) (vs. PD) (15 Active Points); Restrainable (Claws; -1/2), Reduced Penetration (-1/4) [1 END]
21 Bite: Killing Attack - Hand-To-Hand 1 1/2d6 (2 1/2d6 w/ 18 STR) (vs. PD), Reduced Endurance (0 END; +1/2) (37 Active Points); Restrainable (Jaws; -1/2), Inaccurate 1/2 OCV (-1/4) [0 END]
5 Darkvision: Nightvision
5 Low-Light Vision: Ultraviolet Perception
10 Scent: Tracking with Smell/Taste Group
3 Alert: +1 All PER
2 Good Eyes: +1 PER Sight
14 Part Bird's Eye View: +9 versus Range Modifier for Sight Group
5 Dodge: +1 DCV
4 Wingover: +2 Flight Skill Levels
1 Renowned Steeds: Reputation: Make Very Useful Steeds If They Can Be Reared And Trained From Hatchlings (A medium-sized group) 11-, +1/+1d6

+150

Total Cost of Abilities
Value Disadvantages
-20 Normal Characteristic Maxima
-15 Physical Limitation: Animal Intelligence Frequently, Greatly Impairing
-15 Physical Limitation: Very Limited Manipulation Frequently, Greatly Impairing
-10 Distinctive Feature: Large Flying Eagle + Horse Hybrid (Concealable w/ Magic, Noticed and Causes Reaction, Not Distinctive in Some Cultures)
-10 Reputation: Eggs Are Very Valuable, 11-
-5 Physical Limitation Large Size (Infrequently, Slightly Impairing)

+75

Total Cost of Package