Spider-Deer for DCC!
“Spider-Deer! Spider-Deer! Its fleshy antlers causing fear!”
The spider-deer is a cunning, malevolent predator, usually solitary but during mating seasons large numbers of aggressive males competing for females could be encountered. These creatures stand about five feet high at the shoulder. Their hairless flesh is spottled darker on the back, head, and haunches than on the legs and belly. They move quickly, and seldom fail to attack creatures that appear weak, injured, or elfish.
Init +4; Atk bite +1 melee (1d4 plus poison), gore +5 melee (2d5 plus grab), or web +5 ranged (entangled); AC 15; HD 5d10; MV 40′, climb 30′; Act 2d20; SP immune to charm and fear, weird glow; SV Fort +5, Ref +5, Will +2; AL C.
Entangle: Roll the spider-deer’s action die plus HD opposed by defender’s action die plus the higher of AGI or STR modifier. If the spider-deer wins, the defender is grappled and pinned. The original roll is the DC to escape from the webbing.
Grab: The gored victim man-sized or smaller is grabbed by the spider-deer’s fleshy antlers. The spider-deer’s attack roll is the DC to break free from the grab. A spider-deer gets a +4 bonus on bite attacks against a grabbed target.
Poison: DC 13 Fort save or 1d4+1 Dex. Fail by 5 or more causes paralysis for 2d3 hours. Paralyzed victims are conscience but can take no actions, move, or speak.
Weird Glow: Spider-deer’s glow in the target when agitated. The glow sheds light in a 20-foot radius. Each spider-deer’s glow might also have a special effect. Roll 1d5.
1-2: No special effect.
3: The spider-deer is invisible to creatures with infravision that are within the glow’s radius.
4: The spider-deer is displaced. Ranged attacks suffer a -4 attack roll penalty. Melee attacks suffer a -2 attack roll penalty. Spells that specifically target the spider-deer suffer a -2 spell check penalty.
5: The spider-deer’s glow is charged and regularly emits electrical arcs. Once per round, 1d3 random targets within 20 feet are shocked for 1d8 points of damage. A DC 13 REF saves halves the damage. A target wearing metal armor suffers a -4 saving throw penalty.