Rogue isn't really one of the options for monster minion levels, in particular it brings a lot of extra baggage in the form of buckets of skill points and whatnot.
...How I forgot about the bloated to hell and back skill points of Rogue, I'm not sure. Pretty big reason to avoid using Rogue at all, if it's avoidable.
Poison with two different damage types isn't exactly simplifying things. Extra rolls, extra things to keep track of. Also thematically bad since spiders would like the targets still healthy and juicy for eating. Why not just slap the flat bonuses acf in the fighter? It's kinda the main stick of that class.
Not another Poison damage type, more like Wounding where it's a flat amount of Con damage. And this isn't
just for the Spiders, really, it's for all such things. Including the
eventual . Monk has so many abilities to track that can't be purely ignored(save bonuses, extra health, fiddly uses-per-day) that using
that to progress a Natural Attack spam monster runs into overcomplication fairly quickly.
Power Attack/Shock Trooper by any other name means it stacks with power Attack/Shock Trooper and also means even more work on the form of needing to re-calculate things every round.
Some number-crunching on the penalties to make it harshly unlikely to get away with stacking mostly works around the issue with stacking, and the stacking issue is largely a problem for when it's in use by players. The round-to-round recalculation is kinda silly coming from the guy who gives 7 or so choices from a list including 15 or more options, several being unlimited repicks, for a CR 5 creature that's only going to see 5 rounds of combat.
The more I think about it, the more I realize that it'd be better making better generic progression PRCs, like just a general-use poison improvement option, or flight tricks for keeping flying enemies annoying past 7th level(yes, Fly comes in at 5th level, but the slots are only enough for the whole party at 7th and above)
And again, the more I think about it, the more I want to set to work overhauling a lot of the basic monsters to be more realistically usable
as monsters. As-is, they just have too many options among them for serious use as NPCs or as just actual monsters, unless you're using a premade setup. And none of the threads have example builds, so DMs wanting to use these classes for their monsters have to make all those choices themselves. They're very much making the appearance of being made for PC use, is what I'm saying, and this poses a problem due to the fact that they're supposed to be used
for monsters.If a class is meant to be a glorified pet, then it already gets Ideal Cohort by default. For getting bigger, that's literally the whole reason of existence for Titanic Creature.
The thing is that a lot of the Ideal Cohort monsters cap out at Medium. Because their Large size is in the HD progression the vast majority of these classes ignore. A Worg Cohort can't be a mount to a Medium player without either crazy penalties or burning a feat. Same for a lot of the other Magical Beats and Animals with the Ideal Cohort feature. And then there's the kickass Animals and Magical Beasts that
don't have Ideal Cohort, cap out at Medium, and have stuff really,
really useful for being a mount. Whether it's flight, being able to avoid getting splattered, having a burrow speed to just lolnope being in line of effect of any hazards or having lots of Charge assistance, there's quite a few Medium-sized quadropeds that'd be kickass mounts, and a lot of the existing kickass mounts have the problem of only reaching Large size when you give them two or three more hit dice.