Send In The Clowns… (or, Converting the Oddballs)

freyar

Extradimensional Explorer
Split ranks between Spot and Listen?

Feats and environment seem good.

CR 2, I guess.

4-5 HD (Medium) like a leopard?

100-150 lb?
 

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freyar

Extradimensional Explorer
Maybe. I don't get the feeling from the original that they're really trained, instead just let loose to do their natural territorial thing. But I guess whoever's employing them would need a way to get past. I guess I'd say no, but I'm willing to be persuaded that we do.
 

Shade

Monster Junkie
I tend to agree. Let's move on to the next one, but we can revisit the training option if anyone thinks it is necessary.

Spider-horse
CLIMATE/TERRAIN: Any, but usually mountainous
FREQUENCY: Very rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Any
DIET: Herbivore
INTELLIGENCE: Animal (1)
TREASURE: Nil
ALIGNMENT: Neutral
NO. APPEARING:1
ARMOR CLASS: 17
MOVEMENT: 18
HIT DICE: 3+3
THAC0: 17
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 1-4/1-4 or 1-3/1-3
SPECIAL ATTACKS: Webbing
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Nil
SIZE: L
MORALE: Average (9-10)
XP VALUE: 175

Spider-horses, as the name suggests, are magical crossbreeds of a riding horse and a giant spider. The body is primarily horse-like, although a spidery abdomen, complete with spinnerets, sticks out at the end. Four of the spiderhorse’s legs are horse-like, down to the hooves, while four more spider-like legs grow out of the horse-body. The spider legs are situated between the front and rear horse legs. The head is equine in nature, except for the eight eyes, all of which are compound.

Combat: A spider-horse attacks with either set of its front legs, whichever ones aren’t being used for balance. Its hoofed horse-legs each strike for 1-4 hp bludgeoning damage, while its clawed, spidery legs slash for 1-3 hp each. Optionally, the spider-horse can shoot a strand of webbing at a single opponent, then reel him in with its front spiderlegs. Treat a spider-horse’s web-strand attack as a roper’s strand attack, without the roper’s magical Strength drain.

Since spider-horses have four normal hooves, they can be fitted with magical horseshoes, such as horseshoes of speed or horseshoes of a zephyr. In either case, the magical effects of the horseshoes only occur when the spider-horse is traveling on its horse-legs. It does not, for instance, gain a higher movement rate while using its spider-legs to climb up a cliff face simply because it has horseshoes of speed on its hooves.

Because of the unusual shape of the spider-horse’s body, and its requirement to have its spider-legs flexible and free, standard horse barding cannot be used on a spider-horse. It might be possible to modify horse barding or have barding custom made, but this would at least triple the price.

Habitat/Society: Spider-horses, for reasons still unknown to wizards, cannot reproduce. The magic employed to merge the two beings renders the newly-created being sterile. Therefore, spider-horses usually live a solitary existence. Their spidery bodies often make standard horses skittish and nervous around them. However, this often makes them more emotionally attached to their masters, which wizards agree is a good thing. Nonetheless, wizards are currently experimenting on ways to correct this defect, in the hopes of creating spider-horses able to reproduce on their own.

Ecology: Spider-horses are usually created as riding mounts by wizards living in rough, mountainous terrain. Spiderhorses are able to move about on either of their sets of four legs, running like a horse with their horse-legs (during which time their spider-legs are tucked under their bodies), or using their longer spider-legs to climb up or down steep surfaces such as sheer cliffs. Wizards employing spider-horses as mounts have intricately-buckled saddles which hold the rider in place during such steep ascents and descents. Because of the differences between spider-horses and normal horses, and between the kinds of gear needed to ride them, a separate proficiency is required to ride a spider-horse. This is the riding land-based proficiency, with spider-horse selected as the specified creature. Anyone attempting to ride a spider-horse with a riding proficiency geared toward normal horses is likely to end up being pitched head over heels at the first steep ascent or descent, although they could probably get by as long as the spiderhorse kept to level terrain.

Besides their ability to travel where normal horses cannot, the spider-horse is prized for its ability to spin webs. A single web-line can be used to help lower the creature and its rider down a mountain slope, or the spider-horse can make an intricate web like those of a standard spider. A lone rider can often sleep easier knowing his faithful spider-horse steed has created walls of sticky webs around his master (essentially, weaving a “tent” in which the wizard can sleep). Because spider-horses cannot close their compound eyes, they are peripherally aware of their surroundings even when sleeping and can awaken at a moments notice, sounding a warning to their masters in case of trouble. Any creatures caught in a spider-horse’s web are left alone by the creature, who is strictly herbivorous. While it is not understood why spider-horses do not retain the venomous bites of the giant spiders used to create them, most wizards are happy ‘enough with the beneficial traits.

Originally appeared in Dragon Magazine #243 (1998).
 


Cleon

Legend
Maybe. I don't get the feeling from the original that they're really trained, instead just let loose to do their natural territorial thing. But I guess whoever's employing them would need a way to get past. I guess I'd say no, but I'm willing to be persuaded that we do.

I don't think they're trained as such - it wouldn't say their wizard masters use charm monster to control them if they were tamable.

The stats all look good, so I'm fine with moving on.
 

Cleon

Legend
Errr, these are weird. Pick physical stats in between a horse and a Large monstrous spider to start?

Yes, I'd start by averaging a Light Warhorse's stats with a Giant Spider's. that's basically what the Dragon magazine article did, after all.

Light Warhorse - 3HD, Spd 60 ft., Str 16, Dex 13, Con 17, Int 2, Wis 13, Cha 6, NA +4.
Large Spider (Hunting) - 4HD, Spd 40 ft., climb 20 ft., Str 15, Dex 17, Con 12, Int 0, Wis 10, Cha 2, NA +2.

Spider-Horse - 3HD, Spd 50 ft., climb 20 ft., Str 16, Dex 15, Con 14, Int 1, Wis 11, Cha 4, NA +3.
 

Cleon

Legend
Hold on, I spoke too soon about the Moat Cat's stats being OK.

They're got an AC19 (should be 15) and a Space/Reach of 15ft./10ft. (should be 5/5).

Probably a holdover from copying the Armadillephant's stats.

The rest of it's OK, though.
 

Cleon

Legend
Oh, further on the Moat Cats. I whipped up stats for the immature versions too, based on the few stats it gives for the 2HD juveniles and the 1HD cubs. I tweaked the Cubs movement, since I didn't think it made sense for a tadpole-kitten to have a much slower swim speed than a adult. If anything, it's better shaped for swimming.

Moat Cat, Juvenile
Small Magical Beast (Aquatic)
Hit Dice: 2d10+2 (11 hp)
Initiative: +7
Speed: 30 ft. (4 squares), climb 20 ft., swim 30 ft.
Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12
Base Attack/Grapple: +2/-1
Attack: Claw +6 melee (1d2+1)
Full Attack: 2 claws +6 melee (1d2+1) and bite +4 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved grab, pounce, rake 1d2
Special Qualities: Amphibious, darkvision 60 ft., low-light vision, saltwater sensitivity, scent, water dependent
Saves: Fort +4, Ref +6, Will +1
Abilities: Str 12, Dex 17, Con 13, Int 2, Wis 12, Cha 4
Skills: Balance +11, Climb +11, Hide +10, Jump +9, Listen +6, Move Silently +7, Spot +6, Swim +11
Feats: Improved Initiative (B), Multiattack, Weapon Finesse (B)
Environment: Freshwater aquatic
Organization: Solitary, pair, or family (3-4)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 3-5 HD (Medium)
Level Adjustment:

This creature resembles a large cat, except its tail is thick and lizardlike. Its spotted skin is sleek and smooth, and a set of gills can be seen behind its jaws.

A juvenile moat cat is 2 to 3 feet long and weighs 20 to 50 pounds. Coloration varies from black to red to brown, with a series of spots of contrasting colors (white mottling on black, black mottling on a red, and so forth). Eye coloration is nearly always green.

COMBAT

Moat cats generally lie in wait completely submerged, then spring up to attack intruders. They savage foes much like a leopard, pouncing and raking with its hind claws.

Improved Grab (Ex): To use this ability, a moat cat must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

Pounce (Ex): If a moat cat charges a foe, it can make a full attack, including two rake attacks.

Rake (Ex): Attack bonus +4 melee, damage 1d2. A juvenile moat cat also gains two rake attacks when it attacks while swimming.

Saltwater Sensitivity (Ex): A moat cat fully immersed in saltwater must succeed on a DC 15 Fortitude save or become fatigued. Even on a success, it must repeat the save attempt every 10 minutes it remains immersed.

Water Dependent (Ex): A juvenile moat cat can survive out of the water for up to an hour. After that, the moat cat suffers 1d6 points of nonlethal damage per hour until it reenters water.

Skills: Moat cats have a +4 racial bonus on Hide and Move Silently checks, and a +8 racial bonus on Balance, Climb, and Jump checks. A moat cat has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened. A moat cat has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.



Moat Cat, Cub
Tiny Magical Beast (Aquatic)
Hit Dice: 1d10+1 (6 hp)
Initiative: +7
Speed: 20 ft. (4 squares), swim 30 ft.
Armor Class: 15 (+2 size, +3 Dex), touch 15, flat-footed 12
Base Attack/Grapple: +1/-8
Attack: Bite +6 melee (1d3-1)
Full Attack: Bite +6 melee (1d3-1)
Space/Reach: 2½ ft./0 ft.
Special Attacks: Improved grab
Special Qualities: Darkvision 60 ft., low-light vision, saltwater sensitivity, scent, water dependent
Saves: Fort +3, Ref +5, Will +1
Abilities: Str 8, Dex 17, Con 13, Int 2, Wis 12, Cha 4
Skills: Balance +11, Climb +11, Hide +13, Jump +7, Listen +6, Move Silently +7, Spot +6, Swim +11
Feats: Improved Initiative (B), Multiattack, Weapon Finesse (B)
Environment: Freshwater aquatic
Organization: Solitary, pair, or family (3-4)
Challenge Rating: 1/6
Treasure: None
Alignment: Always neutral
Advancement: 2 HD (Small); 3-5 HD (Medium)
Level Adjustment:

Uncannily like a tadpole with the head like a kitten, this weird creature is as long as a human’s forearm. Its spotted skin is sleek and smooth.

A moat cat cub is 1 to 1½ feet long and weighs 5 to 8 pounds. Coloration varies from black to red to brown, with a series of spots of contrasting colors (white mottling on black, black mottling on a red, and so forth). Eye coloration is nearly always green.

COMBAT
Moat cat cubs simply swim up to prey and grab them in their jaws.

Improved Grab (Ex): To use this ability, a moat cat must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold.

Saltwater Sensitivity (Ex): A moat cat fully immersed in saltwater must succeed on a DC 15 Fortitude save or become fatigued. Even on a success, it must repeat the save attempt every 10 minutes it remains immersed.

Skills: Moat cats have a +4 racial bonus on Hide and Move Silently checks, and a +8 racial bonus on Balance, Climb, and Jump checks. A moat cat has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened. A moat cat has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
 


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