Weirdhounds are highly intelligent, seven foot long, ten-legged beasts possessing large jaws filled with rows of needle-sharp teeth. They typically frequent deserts, plains, and hills, and occupy the ecological niche of wild dogs (which they will often displace in the competition for territory.) Stories say weirdhounds come from the same far off world as the dire white apes.
Weirdhounds hunt in packs, attacking with their terrible bite.
Captured weirdhound pups can be trained like dogs. They are fiercely loyal companions, and over time will develop a mental connection with their masters, similar to the power granted by a helm of telepathy. The master can send simple commands to the weirdhoun, but not overly complex instructions (which will merely cause it great anxiety.) While the master does not share a language with the weirdhound, they can understand simple impressions, emotions, and mental images transmitted by the beast.
Armor Class: 4
Hit Dice: 5
Move: 150’ (50’)
Attack(s): 1 bite
Damage: 2d4
No. Appearing: 2d8 (2d8)
Save As: Fighter 5
Morale: 10
Treasure Type: Nil
Alignment: Neutral
XP: 175
N.B. The weirdhound is inspired by the calots of Barsoom, in Edgar Rice Burroughs’ A Princess of Mars.
Corrected the number of the weirdhound's legs from six to ten.