Slippery spittle probably is the least powerful, so I'd vote for that.
How's this,
shamelessly filched inspired by the
grease spell.
Greasy Spittle (Ex): Once every 1d4 rounds a spittle boar can cover an adjacent 5 ft. square with slippery drool. Any creature that enters this square (including other spittle boars) must succeed at a DC X Reflex save or fall, this save is repeated each round the creature remains within the area. A creature can walk within or through the area of greasy spittle at half normal speed with a DC 10 Balance check. Failure means it can't move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Balance skill for details).
Good suggestions for the sand cow.
Boar increased to Large: Str 23, Dex 8, Con 21, Int 2, Wis 13, Cha 4
Dire Boar: Str 27, Dex 10, Con 17, Int 2, Wis 13, Cha 8
I'd rather the spittle boar not be better than the dire boar in any area.
How about Str 23, Dex 10, Con 17, Int 2, Wis 13, Cha 4?
Looks good. I'd also like to leave the Spittle Boar's AC and damage dice the same as a regular-sized boar, rather than "embiggening" them.
Spittle Boar
Large Animal
Hit Dice: 5d8+18 (40 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 15 (-1 size, +6 natural), touch 9, flat-footed 15
Base Attack/Grapple: +3/+13
Attack: Gore +3 melee (1d8+3)
Full Attack: Gore +3 melee (1d8+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: Greasy spittle
Special Qualities: Low-light vision, scent
Saves: Fort +7, Ref +4, Will +2
Abilities: Str 23, Dex 10, Con 17, Int 2, Wis 13, Cha 4
Skills: Listen +8, Spot +6
Feats: Alertness, Toughness
Environment: Temperate forests?
Organization: Domesticated?
Challenge Rating: 2
Advancement: 6-7 HD (Large)
Level Adjustment: —
Combat
Spittle boars are amiable creatures with little aptitude for fighting. They usually flee threats, leaving areas of greasy spittle to try to confound pursuit.
A spittle boar's gore attack is always treated as a secondary attack.
Greasy Spittle (Ex): Once every 1d4 rounds a spittle boar can cover an adjacent 5 ft. square with slippery drool. Any creature that enters this square (including other spittle boars) must succeed at a DC X Reflex save or fall, this save is repeated each round the creature remains within the area. A creature can walk within or through the area of greasy spittle at half normal speed with a DC 10 Balance check. Failure means it can't move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Balance skill for details).
Bison stats are often substituted for bulls. Since the sand cow is a mix between a camel and a bull, let's find a middle ground between the two...
Bison: Str 22, Dex 10, Con 16, Int 2, Wis 11, Cha 4
Camel: Str 18, Dex 16, Con 14, Int 2, Wis 11, Cha 4
Sand Cow: Str 20, Dex 13-14, Con 15, Int 2, Wis 11, Cha 4
Those look OK. Let's give them Dex 13 for the sake of argument.
Any idea what a sand cow looks like?
Do they have horns to gore with or do they bite like a camel?
If you don't know, I think they should have a slam attack, since it doesn't seem quite right for a "cow" to bite or gore opponents.
Oh, and their Champion morale makes me want to give them a bonus on saves vs. fear.
Sand Cow
Large Animal
Hit Dice: 3d8+6 (19 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 12 (-1 size, +1 Dex, +2 natural), touch 10, flat-footed 11
Base Attack/Grapple: +2/+11
Attack: Slam +1 melee (1d8+2)
Full Attack: Bite +1 melee (1d8+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: —
Special Qualities: Bravery, low-light vision, sandwalking, scent, stability
Saves: Fort +5, Ref +6, Will +1
Abilities: Str 20, Dex 13, Con 15, Int 2, Wis 11, Cha 4
Skills: Listen +5, Spot +5
Feats: Alertness, Endurance
Environment: Warm deserts
Organization: Domesticated or herd (6-30)
Challenge Rating: 1
Advancement: —
Level Adjustment: —
Combat
Tactics.
A sand cow's slam attack is always treated as a secondary attack.
Bravery (Ex): Sand cows are notoriously courageous but mule-headed creatures. They have a +4 bonus on saves against all fear effects.
Sandwalking (Ex): A sand cow can move across sand as if it were firm ground. It can even cross shifting dunes or quicksand without penalty.
Stability (Ex): Sand cows are exceptionally stable on their feet. A sand cow gains a +6 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).