Dire Dog (Toy Breed)
Medium Animal
Hit Dice: 2d8+2 (11 hp)
Initiative: +3
Speed: 40 ft. (8 squares)
Armor Class: 14 (+3 Dex, +1 Natural), touch 13, flat-footed 11
Base Attack/Grapple: +1/+1
Attack: Bite +4 melee (1d6)
Full Attack: Bite +4 melee (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Trip
Special Qualities: Low Light Vision, Scent, Random Health problem
Saves: Fort +4, Ref +6, Will +1
Abilities: Str 11, Dex 17, Con 12, Int 2, Wis 12, Cha 8
Skills: Hide +4, Listen +2, Move Silently +4, Spot +2, Survival +2
Feats: Track, Weapon Finesse (B)
Environment: Domesticated
Organization: Solitary, Pair, or Group (3-5)
Challenge Rating: 1
Treasure: None
Alignment: Always Neutral
Advancement: 3-4 HD (Medium)
Level Adjustment: ---
"It's got me by a sensitive place Abner. Do not bash it in the head when making your sneak attack."
Toy breeds are innumerable small size Dire Wolf mutants with varying degrees of health problems and insanities. Kept as pets, they often are more of a detriment to their master than his opponents due to their random unpredictable nature.
Trip (Ex): If the Toy Breed successfully hits with it's Bite Attack it may immediately make a Trip Attack as a Free Action without provoking an Attack of Opportunity. If the attempt fails the opponent doesn't get a Trip attempt in return.
Random Health Problem (Ex): Choose from among one of the following health problems (this can't be switched later). Toy breeds are infamous for them:
Spontaneous Combustion: Anytime the dog takes damage it must make a Fortitude Save (DC is equal to 10 plus damage) or explode doing 5d6 fire damage in a 10' area.
Spontaneous Zombification: Anytime your dog goes to sleep roll 1d100. On a 1 it gains the Zombie template. If brought to less than 0 hit points it automatically gains the Zombie template.
Possible Madness: The dog is permanently Confused, as per the spell. CR 1/2
Fury: Anytime the dog is attacked, takes damage, or is upset it immediately goes into Frenzy (see Complete Warrior page 34). +1 CR
Fears: Anytime the dog is surprised or fails a Willpower Save that results in a Fear Effect or a Morale Penalty it becomes either Paralyzed in fear for 2d6 hours, or Panicked for a similar period of time. Interestingly if Panicked it doesn't need to move in a straight line away from the source of fear, but sometimes runs in circles around it. +1 CR
Projectile Vomiting/Other: Anytime the dog takes damage, makes a Saving Throw, or is in some way upset it sprays vomit in a 10' Line. Anything in that Area must make a DC 12 Fortitude Save or be Nauseated 1d3 rounds.
Flatulence Flight: Exactly one hour after the dog eats there is a small chance of explosive flatulence, temporarily giving it a Flight move of 40' for 1d6 rounds as long as it moves forwards or backwards in a straight line (or straight up).
Crippling Obesity: The dog is 5 times it's normal body weight. It becomes Fatigued by performing any Standard or Full Round Action, and Exhausted if it performs one 3 or more rounds in a row. On the other hand it's odd dimensions and mass give it a +8 Racial Bonus on Checks made to resist Bull Rush or Grapple Checks. It also gains DR 2/- from it's rippling yards of backfat.
Random Psychic Stare: At any given time the DM may roll 1d20. On a 20 result, the dog spontaneously develops an Int Score of 20 for 1d6 minutes along with the ability to cast Dominate at will (caster Level is equal to HD) as a Supernatural Ability. "Move along citizen this perfectly ordinary but staring Chihuahua has no unusual powers and its not a threat." +1 CR
OMG this shrubbery is alive: Due to some hideous malformation of it's normal hairiness, your dog looks like a hideously diseased bush when remaining still. It gains the Camouflage Ability listed on page 50 of the PHB). +1 CR
Jowly: Your dog has a huge head, increasing it's Bite damage to 1d8, but giving it a -8 Racial Penalty to Balance Checks.
Diseased: This dog carries any disease listed in the DMG, and merely touching it can transmit the infection regardless of how you can normally catch it. The dog is immune, the rest of you wish you were that lucky. +1 CR
Spontaneous Fainting: Anytime the dog is surprised or fails a Willpower Save that results in a Fear Effect or a Morale Penalty it becomes Unconscious for 1 minute. CR 1/2
Nervous: Anytime the dog is surprised or fails a Willpower Save that results in a Fear Effect or a Morale Penalty it does 2d6+6 damage to everything within 10' and then dies as it's nervous system implodes upon itself.
Combat: Toy Dogs vary. Some immediately flee combat, some are quick to charge and bite, and some are actual decent at it. Much of it varies with how sane hte dog is.
Variants:
Annoying (Affenpinscher, Bichon Frise, Chihuahua, Pekingese, Pomeranian, Shih Tzu): Your dog barks non stop granting it the following ability:
Yap (Ex): Your dogs non stop yapping gives everything within 60' a -4 to Concentration and Listen Checks.
Energetic (Cavalier King Charles Spaniel, Italian Greyhound, Lowchen, Miniature Pinscher, Silky Terrier, Toy Fox Terrier, Yorkshire Terrier): You dog runs about getting into things non-stop granting it the following ability:
Distracting (Ex): Your dog gets a +2 Racial Bonus on Listen, Search, and Spot Checks, but everything within 10' of him gets a -4 Penalty to Concentration Checks.
Stout (Boston Terrier, French Bulldog, Pug): You dog is more squat than normal giving him -10 land speed, increasing bite to 1d8, and giving him the following ability:
Improved Grab (Ex): If the Dog successfully hits with it's Bite Attack it immediately gets a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful it deals it's bite damage each round it maintains the Grapple. +1 CR