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Parvum
2014-08-04, 09:59 PM
http://i.imgur.com/hCpRlX1.png
Owl Turd Comix (http://owlturd.com/) gave me the weirdest inspiration.

http://fc03.deviantart.net/fs71/f/2012/122/b/0/spider_with_butterfly_wings_by_eimzz-d4ybwan.jpg
LordErebus12 found a perfect picture (http://eimzz.deviantart.com/art/Spider-with-Butterfly-Wings-299526719)

Bugs, even useful bugs, are often maligned. People find them abhorrent, and only people who are abhorrent ever seem to represent them- there are no good Vermin Lords. Despite this, many of these vermin serve very important ecological functions! They keep more destructive pests in check and serve as a valuable link in the food chain. Or, at least, that is what a misguided sect believed when they started work on creating vermin that could better appeal to the masses and perhaps prevent unnecessary conflict. Comprised of a curious union of concerned druids interested in protecting an under-appreciated branch of the animal kingdom as well as wizards interested in mashing more animals together, the organization banded together to make the very first venom moth.

Venom Moth
“Venom moth” is an acquired template that can be added to any vermin or ettercap. At GM discretion, it can also apply to any other verminous semi-humanoid monster, in which case any references to ettercap are replaceable with such a monster.
Size and Type: A venom moth with an intelligence score is a magical beast unless it was created from a humanoid or monstrous humanoid, in which case it is a monstrous humanoid. Mindless venom moths are vermin, regardless of the base creature’s type.
Speed: A venom moth creature has large, ornate wings that give it a fly speed (with good maneuverability) based on the base creature’s size as follows: Tiny or smaller 20 ft, Small 30 ft, Medium or large 40 ft, Huge or larger 50 ft.
Special Attacks:
Poison Web (Ex): As the monstrous spider ability, web, including the +4 racial bonus to the break DC. A creature that gains web through this template cannot use it to make sheets of webbing, only to ensnare prey or use other venom moth abilities. If the base creature already has the web ability, they instead gain four additional daily uses of their web and apply the benefits of this ability to their own web.
The venom moth’s web excretes a potent neurotoxin. Any creature that touches the web must succeed on a Fortitude save or suffer an initial 1d3 Dex damage, followed by an additional 1d3 Dex damage 1 minute later. If the base creature already has a poison ability, it may substitute its own poison for the one given here. Either way, the poison on the web becomes inert after 1 round.
Beautiful Transformation (Ex): Venom Moth arthropods cannot reproduce on their own. Instead, they rely on enveloping creatures in a silk cocoon and transforming them into more venom moths. To use this ability, the venom moth’s victim must be helpless and within one size category. The venom moth then wraps the victim in a silk cocoon over the course of one minute. If the victim is not immune to poison, the silk’s venom reduces their dexterity to 0. While so entrapped, the victim cannot recover this dexterity damage until the process is complete. The transformation takes 4 +1d4 days. At the dawn of each of the first four days, the victim takes one point of intelligence damage and one point of intelligence drain (no save). At the end of the duration, the victim emerges from the cocoon under a terrible transformation.
Animals or magical beasts emerge as venom moth vermin (usually the same kind that transformed them) of the same size category as the base creature. Humanoids or monstrous humanoids become venom moth ettercaps. In either case, the victim’s class, base attack bonus, base save bonuses, and hit points are unchanged as long as they still have and intelligence score (see below). The victim’s racial ability modifiers are removed (an elf, for example, would increase their constitution by 2 and reduce their dexterity by two) and modified as follows: St +4, Dex +6, Con +2, Wis +4, Cha -4. A victim that is reduced to 0 intelligence by the transformation is mindless and has a charisma score of 2, loses all class levels, and effectively becomes a standard vermin or ettercap (though the ettercap is mindless and it’s type is vermin). When the victim emerges, the intelligence and dexterity damage is immediately healed (though the drain remains, reducing their intelligence by 4).
It is possible to rescue a creature before this tragedy occurs by freeing them from the cocoon. The cocoon has hardness 0 and 20 hit points per inch of thickness. A cocoon being prepared for transport to a venom moth’s layer is usually an inch thick or less, while those already transported are reinforced at three inches thick. If the victim is pulled from the cocoon before having taken any intelligence damage, they suffer no further effects (though they are likely still paralysed unless something restores their dexterity). A victim rescued after intelligence damage but before the fourth day can recover naturally, but the trauma deals 3d6 charisma damage when they are freed (no save). Until this Cha damage is cured, the victim’s skin appears flaked and near-chitinous, and a useless pair of wilted butterfly wings sprouts from their back (these molt away as the victim’s charisma heals). After the fourth day of intelligence damage, the victim is already transformed and removing them from the cocoon only serves to deal charisma damage (as above) and prevent their immediate recovery from dexterity and intelligence damage. At this point, nothing short of a Wish or Miracle can restore the victim to their original form.
Abilities: +2 Dex -2 Con +2 Cha
The total modification to ability scores for a nonvermin or nonettercap is +2 Str, +8 Dex, -4 Int, +4 Wis, -2 Cha. This includes the intelligence drain from the transformation.
Feats: A venom moth gains Improved Initiative as a bonus feat.
CR: Same as base creature or victim +1.
Alignment: Venom moths that remain intelligent enough to make moral actions tend to become more neutral in their outlook, though strong willed individuals might retain their alignment while the weak willed might be galvanized to a more extreme shift after the trauma.
Level Adjustment: +3

Unique Venom Moth Monsters
So here’s what you must be thinking now: “Gosh, now I just can’t wait to have a beautiful adventure full of beautiful winged arachnids. But I just don’t think the venom moth template is enough for my pretty pretty dungeon. Do you have any other adorable little rascals to flesh things out?”
No, I have these:

Spasm Mite
Tiny Magical Beast
Hit Dice: 3d10 +3 (19 hp)
Initiative: +7
Speed: 30 ft. (6 squares), Fly 20 ft, Climb 15 ft
Armor Class: 15 (+2 Size, +2 Dex, +1 Natural), touch 14, flat-footed 13
Base Attack/Grapple: +3/-9
Attack: Bite +6 Melee (1d3-4 plus poison)
Full Attack: Bite +6 Melee (1d3-4 plus poison)
Space/Reach: 2 1/2 ft./o ft.
Special Attacks: Poison, Poison Web, Beautiful Transformation, Screech, Improved Grab
Special Qualities: Dark Vision 60', Tremorsense 30 ft, Frantic Climber
Saves: Fort +4, Ref +5, Will +2
Abilities: Str 3, Dex 15, Con 12, Int 1, Wis 12, Cha 3
Skills: Climb +18, Hide +12, Jump +12, Spot +9
Feats: Weapon Finesse(B), Lightning Reflexes, Skill Focus (Climb), Improved Initiative (B)
Environment: Forest
Organization: Solitary, clutch (2-5) or infestation (4-6 + 1-4 Venom Moths)
Challenge Rating: 2
Treasure: None
Alignment: Always Neutral
Advancement: 5 HD (Small)
Level Adjustment: ---

Created by a well meaning but ultimately bumbling wizard, Spasm Mites (or Song Moths) were an attempt to increase the allure of venom moths by giving them another tool of beauty: song. The resultant screech was not only much more grating than any song, but it was so gut-wrenching that it caused the listener to lose their faculties. Worse still, spasm mites often targeted the paralysed victims aggressively, covering them in webs even if the creature was too large to transform.
A spasm mite does know one effective song, and it makes for an effective hunting strategy. Using a series of sounds that range between a woman practicing vocal exercises to a dog barking, the spasm mite attracts prey. Most creatures are too fascinated by its vibrant wings to notice the spider creature underneath, and the moment they approach close enough the spasm mite jumps on them with a horrible scream, clambering about their body in a frenzy.

Poison(Ex): Fort DC 11, Initial and secondary damage 1d4 Str. The save is constitution based.
Poison Web(Ex): A spasm mite cannot use its web to attack, but does eject sticky webbing constantly when it crawls over a creature. When a spasm mite grapples a creature with Frantic Climber, that creature becomes entangled and is subject to the mite’s poison. The creature can escape with a DC 11 Escape Artist check or burst the webbing with a DC 15 strength check. The DCs are constitution based and the break DC includes a +4 racial bonus.
Beautiful Transformation (Ex): As above. A single spasm mite may entrap a small creature, a tiny creature, or a diminutive creature.
Improved Grab (Ex): With bite.
Frantic Climber (Ex): A spasm mite may add its Climb modifier to its grapple check in place of its base attack bonus and strength modifier (size modifier still applies, though it is negated by the spasm mite's racial climb bonus). A mite doing this is not actually grappling its opponent, but rapidly climbing all over their body and has fewer restrictions. Neither the mite or its target lose their dexterity bonus to AC. The target may move freely, but the spasm mite moves with them and cannot control the movement whatsoever. It is otherwise identical to a normal grapple.
Screech (Su): A spasm mite can emit a horrible screech that paralyses its victims. All creatures within 15 ft of the spasm mite when it shrieks must make a DC 10 Will save or become stunned for 3 rounds, though they may make another Fortitude save (same DC) on their turn to end the effect. After screeching, a spasm mite must wait one hour before it can screech again. The save DC is charisma based and includes a +8 racial bonus.
Skills: Spasm mites have a +4 racial bonus on Spot checks and a +10 racial bonus on Jump checks, and may use their dexterity modifier on Jump checks. They have a +8 racial bonus on Climb checks and may always take 10 to climb, even when rushed or threatened. A spasm mite uses its dexterity modifier for climb checks.

Venom Moth Swarm
Diminutive Vermin (Swarm)
Hit Dice: 9d8 (40 hp)
Initiative: +7
Speed: 20 ft. (4 squares), Fly 20 ft, Climb 20 ft
Armor Class: 18 (+4 Size, +4 Dex), touch 18, flat-footed 14
Base Attack/Grapple: +6/-
Attack: Swarm (2d6 plus poison plus entangle)
Space/Reach: 10 ft./o ft.
Special Attacks: Poison, Poison Web, Beautiful Transformation, Entangle
Special Qualities: Dark Vision 60', Tremorsense 30 ft
Saves: Fort +6, Ref +7, Will +4
Abilities: Str 1, Dex 19, Con 10, Int -, Wis 10, Cha 3
Skills: Climb +12, Spot +4
Feats: Weapon Finesse(B), Improved Initiative (B)
Environment: Forest, Underground
Organization: Solitary, clutch (2-5) or infestation (3-5 + 1-4 Venom Moths)
Challenge Rating: 5
Treasure: None
Alignment: Always Neutral
Advancement: None
Level Adjustment: ---

A steady flapping like the fall of light rain is undercut by a sinister chittering. On closer inspection, what appeared to be a swarm of friendly butterflies is actually an aggressive mob of flying scorpions.

By selectively breeding small venom moths, the creators of these swarms hoped to eliminate the creatures’ aggressive tendencies and create an exotic form of pet. While they were eventually successful, their work was brought to ruin by these previous failed experiments. Extremely aggressive and difficult to manage, swarms of smaller venom moths typically only view larger creatures as food since they cannot use them to reproduce. In the presence of larger venom moths, however, a behavioral change occurs where these swarms leave their prey helpless for other moths to transform.

Poison (Ex): Fort DC 14, Initial and secondary damage 1d4 dex. The save DC is constitution based.
Distraction (Ex): Any creature that occupies a swarm’s space at the beginning of its turn must make a DC 14 Fortitude save or be nauseated for 1 round. The save DC is constitution based.
Entangle (Ex): If a venom moth swarm successfully distracts a foe it surrounds, it takes advantage of the distraction by covering them in sheets of thick silk strands. The creature becomes entangled and is rooted in place. It can escape with a DC 14 Escape Artist check or break the silk with a DC 18 strength check. The DCs are constitution based and the break DC includes a +4 racial bonus.
Poison Web (Ex): Rather than make a character save against the web’s poison and the swarm’s poison separately, any character entangled in the swarm’s silk takes a -2 circumstance penalty on their Fortitude save to resist the poison.
Beautiful Transformation (Ex): As above. Can affect fine, diminutive, or tiny creatures.

Pyre Crawler
Large Magical Beast
Hit Dice: 11d10+33 (93 hp)
Initiative: +8
Speed: 30 ft. (6 squares), Fly 40 ft, Climb 20 ft
Armor Class: 19 (-1 Size, +4 Dex, +6 Natural), touch 13, flat-footed 15
Base Attack/Grapple: +11/+6 / +15
Attack: Bite +15 Melee (1d8+1 plus poison)
Full Attack: Bite +12 Melee (1d8+1 plus poison)
Space/Reach: 10 ft./5 ft.
Special Attacks: Poison, Poison Web, Beautiful Transformation, Improved Grab, Rapid Entrapment, Soporific Breeze, Summon Swarm
Special Qualities: Dark Vision 60', Tremorsense 30 ft, Thrall, Fear of Fire
Saves: Fort +10, Ref +11, Will +6
Abilities: Str 13, Dex 18, Con 16, Int 6, Wis 12, Cha 8
Skills: Climb +14, Hide +7*, Move Silently +11*
Feats: Weapon Finesse(B), Iron Will, Stealthy, Ability Focus (Soporific Breeze), Hover, Improved Initiative (B)
Environment: Underground, Warm Forests
Organization: Solitary, Hunting Party (1 Pyre Crawler and 3-10 venom moth thralls) or Nest (1 Pyre Crawler, 8-13 venom moth thralls, 2-6 venom moth swarms, 9-17 Spasm Mites)
Challenge Rating: 7
Treasure: None
Alignment: Usually Neutral
Advancement: 12-14 HD (Huge) 15-18 HD (Gargantuan)
Level Adjustment: +5

A massive centipede snakes down from the ceiling and spreads its massive, patterned gossamer wings. The sight of them fills you with a creeping calm.

When the venom moth problem began to creep out of hand, experts tried to make some sort of matriarch vermin, armed with enchantment to keep the rogue bugs under control. While the experiment technically worked, the monster itself was not considerably intelligent or moral itself and almost immediately broke free with a swarm of modified arthropods and began to breed in the wild. What’s more, the enchantment abilities it used had unintentionally disastrous side effects when the monster transformed its victims, turning them into mind-controlled slaves.
The creature got its name from affected tribes, who soon learned that the appropriate response to large centipedes with wings was swift and brutal fiery retaliation.

Poison (Ex): Fort DC 18, initial and secondary damage 1d4 dex. The save DC is constitution based.
Poison Web (Ex): As above. Unlike standard non-spider venom moths, a pyre crawler can use its web ability to make sheets of webbing as a monstrous spider of Large size.
Beautiful Transformation (Ex): As above. Unlike other venom moths, a pyre crawler can affect a creature of any size with this ability, so long as they remain helpless long enough. The time it takes to wrap a creature is doubled for every size category above Huge and halved for every size category below medium, rounded up.
Improved Grab (Ex): With bite. A pyre crawler has a +2 racial bonus on grapple checks.
Rapid Entrapment (Ex): When a pyre crawler grapples a creature it may attempt to wrap them in a cocoon even if the target is not helpless. To do so, the pyre crawler must use on of its daily uses of web and succeed on a grapple check against the target (if the check fails, the use is still wasted). Doing so does not begin the transformation process- it simply traps the creature in a tight cocoon (but see Thrall, below; treat as being bound by ropes). A character so trapped is tightly bound and must make a DC 24 Escape Artist Check to break free, or make a DC 18 strength check, or an adjacent character can free them with a slashing weapon (the web has hardness 0 and12 hit points). The DC is constitution based and includes a +4 racial bonus to the break DC and a +10 circumstance bonus to the Escape Artist DC. A creature so trapped can later be targeted with Beautiful Transformation without freeing them first.
Soporific Breeze (Su): When a pyre crawler first encounters a creature, it gently flaps its wings and blows a calming wind. All nonvermin creatures other than venom moths within 30 feet of a pyre crawler using this ability must succeed on a DC 16 Will save or enter a half-awake state of pleasant peace. Creatures so affected are treated as being fascinated, except they do not consider the approach of venom moths nor their use of Beautiful Transformation to be a threat, and venom moths may use this ability on affected characters as if they were helpless. Any affected character capable of raging can expend their rage as an immediate action to resist this effect (the rage affects them as normal for its full duration), and the rage spell or similar abilities also free affected creatures. A creature that saves against this ability (whether successful or not) cannot be affected by that pyre crawler’s soporific breeze again for 24 hours. This is a mind-affecting sleep effect. The save DC is charisma base.
Summon Swarm (Su): As long as a pyre crawler is in its layer, it can call on the ambient multitudes of small venom moths to attack intruders. Once per day it can summon 1d3+1 venom moth swarms. These swarms last for 11 rounds before dispersing.
Thrall (Su): A pyre crawler exerts mental control on creatures it wraps in silk. Any creature that takes four points of intelligence damage from its Beautiful Transformation is automatically Dominated, as the spell dominate monster (CL 11th) with no save. A creature that is cocooned by the pyre crawler but takes no intelligence damage (including creatures captured with Rapid Entrapment, see above) must make a DC 18 Will save or be charmed, as the spell charm monster (CL 11th), viewing the pyre crawler as an innocent and kind creature in need of protection. The save DC is charisma based and includes a +4 racial bonus.
Fear of Fire (Ex): Pyre crawlers have a deeply ingrained fear of fire. Whether this is due to the ferocious retaliation they experience from canny tribes in the wilderness or the highly flammable nature of their layers is unknown. A pyre crawler never approaches within 10 ft of an open flame, and if a flaming object is strongly presented towards the crawler it must make a DC 15 will save or become Frightened for 1 round. If struck by the flaming object, the save DC becomes 17. Pyre crawlers target characters with flaming objects over any others, flinging web and directing their thralls to attack.
Skills: A pyre crawler has a +4 circumstance bonus on Hide and Move Silently checks in its silk-covered lair. A pyre crawler has a +8 racial bonus on climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.

Butterfly Lord (Ettercap Venom Moth Druid 10)
Medium Abberation
Hit Dice: 5d8+1010d8+20 (97 hp)
Initiative: +8
Speed: 30 ft. (6 squares), Fly 40 ft, Climb 30 ft
Armor Class: 19 (+4 Dex, +1 Natural, +5 Armour), 14 touch, 16 flat-footed
Base Attack/Grapple: +10/+5 / +12
Attack: +3 Scimitar +15 Melee (1d6+5/18-20 [plus 1d6 plus cleave when used outdoors in temperate environment]) or Bite +14 Melee (1d8+2 plus poison)
Full Attack: +3 scimitar +15/+10 melee (1d6+5/18-20 [plus 1d6 plus cleave when outdoors in temperate environment]) and bite +12 melee (1d8+1 plus poison) and claw +12 melee (1d3+1) or bite +14 melee (1d8 +2 plus poison) and 2 claws +12 melee (1d3+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison, Poison Web, Beautiful Transformation, Spells
Special Qualities: Low-Light Vision, Nature Sense, Wild Empathy, Animal Companion, Woodland Stride, Trackless Step, Resist Nature’s Lure, Vermin Shape (Small, Medium, Large) 4/day, Venom Immunity, Beautiful Vermin
Saves: Fort +10, Ref +8, Will +15
Abilities: Str 15, Dex 18, Con 15, Int 6, Wis 22, Cha 4
Skills: Climb +26, Concentration +15 Hide +16, Listen +18, Spot +8
Feats: Weapon Finesse, Multiattack, Child of Winter**, Vermin Companion**, Vermin Shape**, Natural Spell, Improved Initiative (B)
Environment: Warm Forests
Challenge Rating: 13
Treasure: Double Standard plus Sylvan Scimitar, +1 Beastskin Hide Armour, Potion of Greater Magic Fang +2, Potion of Barkskin +3, Potion of Cure Serious Wounds
Alignment: Chaotic Neutral
Level Adjustment: +7

This open minded soul has given up on any hopes of ever getting the venom moth problem under control and has surrendered herself to the fluttering of tiny wings. No longer looking to control them, she struggles desperately to find the beauty in these creations and come to peace with the catastrophic failure of their inception. It may be possible to reason with her, but more likely she will be found trying to convert unwilling people as she herself was converted. She becomes immediately hostile to any that disrupt her work or attack her most precious creations, either her intelligent vermin moth children or her vermin companion.

Tactics

Typical Druid Spells Prepared
0-Flare, Naturewatch (3), Resistance (2) 1st- Calm Animals, Charm Animal, Speak with Animals, Longstrider, Spider Hand*** 2nd- Summon Swarm, Briar Web*, Healing Sting*, Resist Energy, Fog Cloud 3rd- Girallon’s Blessing*, Infestation of Maggots*, Quillfire*, Spiderskin* 4th- Giant Vermin, Rusting Grasp, Dispel Magic, Cure Serious Wounds 5th- Insect Plague, Rejuvenation Cocoon*
Poison (Ex): Fort DC 16, initial damage 1d6 dex secondary damage 2d6 dex. The save DC is constitution based and includes a +2 racial bonus.
Poison Web (Ex): As above. The Butterfly Lord uses its own poison for this ability. Usable 12 times/day.
Beautiful Transformation (Ex): As above. The Butterfly Lord may entrap small, medium, or large creatures.
Beautiful Vermin (Sp): Any vermin summoned by the Butterfly Lord’s summon nature’s ally spells automatically have the venom moth template applied to them, as does her animal companion and any vermin shape she assumes. In addition, she adds the following venom moths to her Summon Nature’s Ally lists at the indicated levels:
2: Spasm Mite
6: Venom Moth Swarm, Pyre Crawler (cannot summon swarms)


Arhtom, Giant Stag Beetle Venom Moth Vermin Companion
Init +6 Senses Darkvision 60 ft; AC 25, Touch 11, FF 23; 82 hp (11 hd); Fort +9 Ref +5 Wil +3 (+7 v Enchantment); Speed 20 ft Fly 40 ft; Melee Bite +14 (4d6+7); Trample 2d8 +3 Reflex half DC 22 Poison Web 1d3 Dex/ 1d3 Dex Beautiful Transformation; Base Attack +8/+3 Grapple +19; Abilities Str 25 Dex 14 Con 15 Int 1 Wis 10 Cha 11

*Spell Compendium
**Ebberon Campaign Setting
***Book of Vile Darkness

Pronounceable
2014-08-05, 01:48 PM
I am thinking of a swarm of butterfly winged gelatinous cubes now. And also a pretty flying tarrasque. Also also a mimic trying to hide its huge pretty wings behind its treasure chest facade. I know it's not what's presented here but if it can be ettercap, it can be anything else too. Possibilities are endless, or would be endless if it didn't have type restriction.

Steward
2014-08-05, 10:31 PM
Beautiful Transformation (Ex): Venom Moth arthropods cannot reproduce on their own. Instead, they rely on enveloping creatures in a silk cocoon and transforming them into more venom moths.

See this? This is why bugs are "often maligned".

Parvum
2014-08-07, 10:48 AM
I am thinking of a swarm of butterfly winged gelatinous cubes now. And also a pretty flying tarrasque. Also also a mimic trying to hide its huge pretty wings behind its treasure chest facade. I know it's not what's presented here but if it can be ettercap, it can be anything else too. Possibilities are endless, or would be endless if it didn't have type restriction.

Meh, the template should technically read, "Venom Moth is an acquired template that can be applied to any creature that looks ridiculous with itty bitty butterfly wings." First it had straight up ability penalties, but that made any ettercaps with the template mindless and I didn't want that. So I ended up swapping that with a Reincarnation style race exchange inside the coccoon. And later realized that this made the template only apply to bugs and bug-people.

In short, I got wishy washy until the template got dumb. I'll fix the nitty gritty numbers later, in the mean time just put the template on a gibbering mouther and forget the fine print.


See this? This is why bugs are "often maligned".

http://i.kinja-img.com/gawker-media/image/upload/t_original/gpb5p3tyn9mnjipjjefq.jpg

LordErebus12
2014-08-07, 11:30 AM
http://fc03.deviantart.net/fs71/f/2012/122/b/0/spider_with_butterfly_wings_by_eimzz-d4ybwan.jpg

Hmm... Things would suddenly become a lot more interesting.

Debihuman
2014-08-08, 10:51 AM
When calculating hit points average of d10 is 5.5. You always show the bonus hit points from Con modifier with HD. Average for d8 is 4.5. Basically it's half the die plus .5. You only round down after all calculations are complete.

Spasm mite's HD should be written as 3d10+3 (19 hp). [3x5.5 = 16.5 +3 = 19.5 rounded down is 19 hit points]

Venom moth swarm is 9d8 (40 hp) [9x4.5= 40.5 rounded down is 40 hit points]

Pyre Crawler should be 11d10+33 (93 hp) [11x5.5 = 60.5 + 33 = 93.5 rounded down is 93]

Butterfly Lord should break down to racial HD and then class HD even if both HD are the same. Though for the calculation of hit points you can do them together

5d8+10 plus 10d8 +20 (97 hp) [15d8+30; 15x4.5 = 67.5+ 30 = 97.5, rounded down to 97]

Butterfly Lord's Attack and Full Attack lines have a few missteps.
Some creatures combine attacks with natural and manufactured weapons when they make a full attack. When they do so, the manufactured weapon attack is considered the primary attack unless the creature’s description indicates otherwise and any natural weapons the creature also uses are considered secondary natural attacks. These secondary attacks do not interfere with the primary attack as attacking with an off-hand weapon does, but they take the usual -5 penalty (or -2 with the Multiattack feat) for such attacks, even if the natural weapon used is normally the creature’s primary natural weapon.

Since you have it using scimitar, bite and claw both bite and claw are treated as secondary weapons when used with the scimitar even though the bite would normally be a primary attack. Furthermore, its BAB is high enough that it gets a second attack with its scimitar.

The sylvan scimitar is a +3 magical weapon, it should be noted. The additional 1d6 and cleave are ONLY gained when it is used outdoors in a temperate environment so that needs to be stated or some newbie DM will apply it all the time.

Attack: +3 scimitar +15 melee (1d6+5/18-20 [plus 1d6 plus cleave when used outdoors in temperate environment]) or bite +12 melee (1d8+2)

Full Attack: +3 scimitar +15/+13 melee (1d6+5/18-20 [plus 1d6 plus cleave when outdoors in temperate environment]) and bite +10 melee (1d8+1 plus poison) and claw +10 melee (1d3+1) or bite +12 melee (1d8 +2 plus poison) and 2 claws +10 melee (1d3+1)

Since some of your feats are from non-core sources, it helps if you cite to the books.

I didn't get a chance to go through the stat blocks as carefully as I would have liked. Getting it right is sometimes harder than it looks.

Debby

Parvum
2014-08-08, 01:47 PM
When calculating hit points average of d10 is 5.5. You always show the bonus hit points from Con modifier with HD. Average for d8 is 4.5. Basically it's half the die plus .5. You only round down after all calculations are complete.
Holy cow that makes so much sense. This isn't the first time I've homebrewed, but it's the first time someone corrected me on average hit points. I've spent all this time thinking the average was just half.

Also all the other things. They've been fixed up there, thank you so much for explaining why monsters always seemed to have a few extra hit points.


Added Erebus' picture, too.

VoxRationis
2014-08-08, 03:01 PM
I don't think butterfly wings would make spiders that web you up, poison away your mind, and turn you into more of them really more palatable than just regular, garden-variety (literally) spiders that do not do any of those things.

Debihuman
2014-08-08, 04:09 PM
Holy cow that makes so much sense. This isn't the first time I've homebrewed, but it's the first time someone corrected me on average hit points. I've spent all this time thinking the average was just half.

Also all the other things. They've been fixed up there, thank you so much for explaining why monsters always seemed to have a few extra hit points.


Added Erebus' picture, too.

Glad I could help.

Debby

Steward
2014-08-08, 05:10 PM
I don't think butterfly wings would make spiders that web you up, poison away your mind, and turn you into more of them really more palatable than just regular, garden-variety (literally) spiders that do not do any of those things.

I agree. Functionally, these monsters are no more palatable than bodaks or er... vasuthants. They're definitely cool though, and in all honestly I love the storyline in the flavor text too, but they are far more horrifying than ordinary bugs.

LordErebus12
2014-08-08, 06:04 PM
The Spiderfly

"The Male hunts all night and brings the prey to their matriarch, which cannot fly with its small wings and heavy body. You see, the prey was cocooned alive so she can eat them in her nest. You know how women like breakfast in bed. The one male who gives her the nicest, juiciest meal gets to mate with her. Depending on how nice that meal was decides whether the male ends up as dessert. Elegant... if i do say so myself."

~Barkus the ranger

http://fc03.deviantart.net/fs71/f/2012/122/b/0/spider_with_butterfly_wings_by_eimzz-d4ybwan.jpg



Spiderfly Hunter (Male)
Spiderfly Matriarch (Female)


Medium Vermin
Huge Vermin


Hit Dice:
5d8+10 (32 hp)
Hit Dice:
12d8+60 (114 hp)


Initiative:
+9 (Improved Initiative)
Initiative:
+7 (Improved Initiative)


Speed:
Base: 40 ft., Climb: 30 ft., Flight: 30 ft. (Average)
Speed:
Base: 30 ft., Climb: 20 ft.


Armor Class:
19 (+5 Dex, +4 Natural), Touch 15, Flat-Footed 14
Armor Class:
19 (-2 Size, +3 Dex, +8 Natural), Touch 11, Flat-Footed 16


Base Attack/ Grapple:
+3/+6
Base Attack/ Grapple:
+9/+24


Attack:
Bite: +6 melee (1d6+5 plus poison)
Attack:
Bite: +14 melee (2d6+10 plus poison)


Full Attack:
Bite: +6 melee (1d6+5 plus poison)
Full Attack:
Bite: +14 melee (2d6+10 plus poison)


Space/ Reach:
5 ft./5 ft.
Space/ Reach:
15 ft. / 15 ft.


Special Attacks:
Poison (DC 14), Web
Special Attacks:
Poison (DC 23), Web


Special Qualities:
Darkvision 60 ft., tremorsense 60 ft., vermin traits
Special Qualities:
Darkvision 60 ft., tremorsense 60 ft., vermin traits


Saves:
Fort +6, Ref +6, Will +3
Saves:
Fort +13, Ref +7, Will +6


Abilities:
Str 16, Dex 21, Con 15, Int ––, Wis 14, Cha 10
Abilities:
Str 24, Dex 17, Con 21, Int ––, Wis 14, Cha 10


Skills:
Climb +13, Hide +9, Intimidate +8, Jump +3, Move Silently +5*, Spot +6
Skills:
Climb +15, Hide +3, Intimidate +8, Jump +7, Move Silently +3*, Spot +6


Feats:
Hover B, Improved Initiative B
Feats:
Ability Focus (Poison) B, Improved Initiative B


Environment:
Warm Forests or Underground
Environment:
Warm Forests or Underground


Organization:
Solitary, Pair or Hunting Party (3-5)
Organization:
Solitary


Challenge Rating:
4
Challenge Rating:
8


Treasure:
None
Treasure:
1/10 coins; 50% goods; 50% items


Advancement:
6–11 HD (Medium); 12+ HD (Large)
Advancement:
13–15 HD (Huge); 16+ HD (Gargantuan)


Level Adjustment:

Level Adjustment:




As the Spiderfly flies on its tireless wings, it carefully spins strands of silk into a sticky net, attaching the edges of the net to four of its middle legs. Its method of hunting is very similar to this spider in the video below.


https://www.youtube.com/watch?v=_peM31m5HFA

As it spots prey below, it quickly flutters down and spreads its net-carrying legs out wide and wraps its web around the prey. It immediately either takes off (to avoid a counterattack from a missed catch) or lands and wraps the prey up into a tightly coiled ball. After catching a meal in its net, it will begin to bite repeatedly until the prey is overcome with paralyzing and digestive enzymes. It will then attach the net ball to a carrier strand of silk and take off with its meal suspended below it, carrying it as quickly as possible to the nest, so it might begin the feast.

Poison (Ex): A Spiderfly has a poisonous bite. The details vary by the spiderfly’s size, as shown on the table below. The save DCs are Constitution-based. The indicated damage is initial and secondary damage.



Size
Fort DC
Damage


Medium
14
1d4 Str and 1 Con


Huge
23
1d8 Str and 1 Con



Web (Ex): Spiderflies often wait in their webs or in trees for prey, then lower themselves silently on silk strands and leap onto prey passing beneath. A single strand is strong enough to support the spiderfly and one creature of the same size. Spiderflies 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 Spiderfly. Any entangled creature can escape with a successful Escape Artist check or burst it with a Strength check. Both are standard actions whose DCs are given in the table below. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus.

Spiderflies often create sheets of sticky webbing from 5 to 60 feet square, depending on the size of the spider. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has the hit points given on the table, and sheet webs have damage reduction 5/—.

A Spiderfly can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.



Size
Escape Artist DC
Break DC
Hit Points


Medium
14
18
6


Huge
21
25
14



Tremorsense (Ex): A Spiderfly can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with the spiderfly’s webs.

Skills: Spiderflies have a +4 racial bonus on Hide and Spot checks, as well as a +8 racial bonus on intimidate checks when using their wings to appear much larger than they are. Furthermore, they have a +8 racial bonus on Move Silently checks when using their webs.

They have a +8 racial bonus on Climb checks. A Spiderfly can always choose to take 10 on Climb checks, even if rushed or threatened. Spiderflies use either their Strength or Dexterity modifier for Climb checks, whichever is higher.

Hadrian_Emrys
2014-08-08, 06:11 PM
http://www.funniestmemes.com/wp-content/uploads/Funniest_Memes_dude-let-me-in-i-m-a-fairy_1401.jpeg


NOPE.

Amechra
2014-08-08, 06:31 PM
No love for Aranea and Driders?

LordErebus12
2014-08-08, 06:32 PM
No love for Aranea and Driders?

apply the winged template, done...

Amechra
2014-08-08, 06:40 PM
But I want my pretty, pretty Araneas...

Debihuman
2014-08-09, 03:33 AM
I think flying spiders would be creepier no matter what kind of wings they had. BTW the araneas are freaking ugly no matter what kind of wings you would add to them (in spoiler).

http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG16.jpg

Debby