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

Cleon

Legend
Spider horse stats look fine enough.

Ta! I'll try to flesh it out a bit more.

Spider-Horse
Large Magical Beast
Hit Dice: 3d10+9 (25 hp)
Initiative: +1
Speed: 50 ft. (10 squares), climb 20 ft.
Armor Class: 13 (-1 size, +1 Dex, +3 natural), touch 10, flat-footed 12
Base Attack/Grapple: +3/+10
Attack: Hoof +5 melee (1d4+3) or web +3 ranged touch (special)
Full Attack: 2 hooves +5 melee (1d4+3) and 2 claws +0 melee (1d3+1)
; or web +3 ranged touch (special)
Space/Reach: 10 ft./5 ft.
Special Attacks: Web
Special Qualities: Darkvision 60 ft., low-light vision, scent, tremorsense 60 ft.
Saves: Fort +6, Ref +4, Will +2
Abilities:
Str 16, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills: 6 [Climb +11, Hide +1, Jump +11, Listen +6, Spot +6?]
Feats: 2
[Endurance, Run?]
Environment: Temperate forests and plains?
Organization:
Domesticated?
Challenge Rating: 2?
Treasure: None
Alignment: Always neutral
Advancement: 4-6 HD (Large)
Level Adjustment:

Web (Ex): A spider-horse can lower itself silently on silk strands, a single strand is strong enough to support the spider-horse and one creature of the same size.

A spider-horse can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the spider. An entangled creature can escape with a successful DC Escape Artist check or burst it with a DC Strength check. Both are standard actions. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus
.

Carrying Capacity: A light load for a spider-horse is up to 230 pounds; a medium load, 231-460 pounds; and a heavy load, 461-690 pounds. A spider-horse can drag 3,450 pounds.

Skills: Spider-horses have a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. A spider-horse can always choose to take 10 on Climb checks, even if rushed or threatened. Spider-horses use either their Strength or Dexterity modifier for Climb checks, whichever is higher.

For its skill points I'm thinking 5 in Listen, 1 in Spot, which would give it:

Skills: Climb +11, Hide +1, Jump +11, Listen +6, Spot +6
 

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freyar

Extradimensional Explorer
I like it! My only suggested change would be to switch claws to primary and hoofs to secondary, but that's a matter of taste.

Why is Jump so high? Did you mean to include a racial bonus?
Feats seem appropriate, and CR 2 is probably about right.
 

Shade

Monster Junkie
Looking good, although I agree with freyar that claws should be primary.

Also, I think we should swap one of the feats (or make one a bonus feat) in order to add Multiattack. Maybe Run as a bonus feat?

Jump is high due to the speed bonus (+8).

Added to Homebrews.
 

Cleon

Legend
I like it! My only suggested change would be to switch claws to primary and hoofs to secondary, but that's a matter of taste.

What? Make the lower damage attack primary?! That would never do!

Why is Jump so high? Did you mean to include a racial bonus?
Feats seem appropriate, and CR 2 is probably about right.

Jump has a speed modifier remember, +4 for every 10 ft. above 30 ft. That's +8 and it gets +3 from Str.

I did consider adding a racial bonus on top of that, since Hunting Spiders's +10 on Jump. However, even half that racial bonus on Jump checks (+5) and it'd be routinely making 25 foot leaps with its +16 Jump skill. That seems a bit too much.
 

Shade

Monster Junkie
What? Make the lower damage attack primary?! That would never do!

It's been done before. ;)

Thoughts on adding Multiattack and making Run a bonus feat?

A typical spider-horse grows to 8 feet in length, stands 5 feet high at the shoulder, and weighs 1,200 pounds?
 


Cleon

Legend
It's been done before. ;)

Thoughts on adding Multiattack and making Run a bonus feat?

A typical spider-horse grows to 8 feet in length, stands 5 feet high at the shoulder, and weighs 1,200 pounds?

I'd rather not give them Multiattack.

The original spider-horse seems to be a peaceable herbivore like a horse, and it couldn't use its hooves and spider-legs to attack in the same round.

The height and weight are good though.

Oh, and I still prefer the hooves for its primary attack. :p
 



Shade

Monster Junkie
Venom Dog, Viper
CLIMATE/TERRAIN: Any
FREQUENCY: Rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Any
DIET: Carnivore
INTELLIGENCE: Semi- (2-4)
TREASURE: Nil
ALIGNMENT: Neutral
NO. APPEARING: Variable
ARMOR CLASS: 4
MOVEMENT: 12
HIT DICE: 3+3
THAC0: 17
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 2-8
SPECIAL ATTACKS: Poison
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Nil
SIZE: S-M (3-5’)
MORALE: Average (10)
XP VALUE: 270

Venom Dog, Scorpion
CLIMATE/TERRAIN: Any
FREQUENCY: Rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Any
DIET: Omnivore
INTELLIGENCE: Semi- (2-4)
TREASURE: Nil
ALIGNMENT: Neutral
NO. APPEARING: 1-2
ARMOR CLASS: 3
MOVEMENT: 12
HIT DICE: 4+4
THAC0: 17
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 2-8/1-3
SPECIAL ATTACKS: Poison
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Nil
SIZE: M (4-6’)
MORALE: Average (10)
XP VALUE: 420

Venom dogs are greatly valued by wizards, as they are loyal, easy to train, and highly dangerous. Two types exist: the smaller is a merging of a pit viper and a mastiff; the larger, a mastiff and a huge scorpion. Both primarily retain the dogs physiognomy, but the smaller gains both the scales and the fangs of the pit viper, while the larger looks like a regular dog except for the large, venom-tipped scorpion tail rising from its hindquarters. Coloration ranges from a glistening black to tan for the “viper” venom dog, while the only difference between a “scorpion” venom dogs coloration and that of a normal dog is its tail, which can be either red, brown, or black.

Combat: Venom dogs bite for 2d4 hp damage. In addition, the bite of a “viper” venom dog is poisonous, causing the victim to save vs. poison at +2 or be slain the next round. Like pit vipers, these creatures have heat-sensitive organs on their snouts that gives them the equivalent of 30’ infravision. “Scorpion” venom dogs get two attacks per round: a (nonpoisonous) bite and a tail-stinger attack. These creatures can attack two different opponents each round, or concentrate both attacks on a single victim. Opponents hit by the stinger suffer 1-3 hp damage and must save vs. poison or die the next round.

Habitat/Society: Like normal domesticated dogs, venom dogs live to serve their masters. They are quite easily trained, a fact that makes them very desirable and quite valuable (venom dog puppies of either type can go for as high as 3,000 gp on the open market). Of course, special precautions must be taken while they are being trained due to their poisonous nature. However, it is this ability to poison enemies that makes these creatures so valuable as watchdogs. They live for about 15 years.

Ecology: “Viper” venom dogs are strictly carnivorous and swallow their prey whole in the fashion of snakes. Also like snakes, they require much less food than a normal dog, being content with a decent meal every few weeks. This makes caring for viper venom dogs relatively inexpensive. “Scorpion” venom dogs have normal, canine heads and teeth, and thus eat the same things any normal dog eats.

“Viper” venom dogs share many traits with the serpents from which they get half of their heritage. Because of their reptilian nature, “viper” venom dogs must shed their skin periodically as they grow in size. Unlike true serpents, these skins do not cover the creature’s eyes—“viper” venom dogs have standard canine eyes and eyelids as well. However, like many serpents, they do lay leathery eggs from which the venom dog puppies hatch. While warm-blooded, “viper” venom dogs do enjoy basking in the sun like many reptiles.

While looking the least like normal dogs, the scalecovered “viper” venom dogs maintain a disposition most similar to that of the standard canine. Thus, they can be raised in litters and trained to work together. “Scorpion” venom dogs, however, tend to be loners. They viciously attack other members of their own species except during mating season. Therefore, it is uncommon to see more than one of these creatures at a time, and a wizard owning and raising several “scorpion” venom dogs must make special arrangements to keep them separated.

“Scorpion” venom dogs are not immune to the effects of their own poison, nor to the poison of giant scorpions or scorpion-like creatures. Of the two types of venom dog, the “scorpion” is the only one able to bark like a dog, and is therefore a better guardian when it comes to alerting its masters of trouble. “Viper” venom dogs are capable only of a reptilian hiss, although the volume of the hiss can get rather high when the dogs are excited.

Venom dogs of either type are highly desirable as animal followers to rangers, although the opportunities of coming across one of these creatures in the wild are negligible. This is because nearly all venom dogs are specifically created as watchdogs, either for the Wizards themselves or for a particular client who wishes to purchase one. Venom dogs are treated well by their masters, so the chances of one escaping to the wild are slim. For this reason, a ranger wishing a venom dog is more than likely going to have to go out and buy one from a wizard like everyone else.

Originally appeared in Dragon Magazine #243 (1998).
 

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