...and along came a spider

Krishnath

First Post
Well it's october, and as usuall, I will post four new monsters, one per week.
This month they're all spiders, three of them I will post in this thread, the fourth and last (and most powerful) will get it's own thread later... It has something to do with a holiday at the end of the month...

Feel free to post your own spiders in this thread, and please leave comments on the spiders that are posted....

To start things off, here's the Frost Spider. :D

Frost Spider
Medium-Size Magical Beast (Cold)
Hit Dice:
4d10+4 (26 hp)
Initiative: +3 (Dex)
Speed: 50'
AC: 15 (+3 Dex, +2 natural)
Attacks: Bite +6 melee and 2 claws +1 melee
Damage: Bite 1d8+3 plus 1d4 cold and poison, claw 1d4+1 plus 1d4 cold
Face/Reach: 5' by 5'/5'
Special Attacks: Cold, poison, spell-like abilities,
Special Qualities: Cold subtype, damage reduction 5/+1, icewalking,
Saves: Fort +5, Ref +7, Will +2
Abilities: Str 15, Dex 17, Con 13, Int 5, Wis 12, Cha 12
Skills: Climb +5, Hide +13 (+8), Jump +5, Listen +3, Move Silently +9 (+3), Spot +7 (+4),
Feats: Skill Focus (Move Silently)

Climate/Terrain: Cold land
Organization: Solitary, pair or nest (4-9)
Challenge Rating: 4
Treasure: None
Alignment: Neutral Evil
Advancement: 5-6 HD (Medium-Size); 7-12 HD (Large)

Frost Spiders resemble large white hunting-spiders with blue eyes.

Combat:
Frost Spiders a usually attack en masse, a biting horde of spiders. Lone frost spiders prefer to target lone prey rather than larger groups, usually hiding in a snow-bank close to a well travelled path, waiting until suitable prey passes by, before striking.
Cold (Su): Frost spiders are constantly sheathed in an aura of cold, similar to the effect produced by a chill touch spell. This causes their melee attacks to deal an additional 1d4 points of cold damage on a hit.
Poison (Ex): DC: 13, Initial and secondary damage 1d3+1 Dex.
Spell-like Abilities: 3/day - Ice Dagger; as the spell cast by a 1st level sorcerer, DC 11.
Cold Subtype: Double damage from fire, unless a save can be made for half damage, in which case the frost spider takes half damage on a sucessfull save and double damage on a failed.
Icewalking (Ex): A frost spider moves across frozen surfaces as though it was affected by a spiderclimb spell.
Skills: Frost spiders get a +4 racial bonus to spot checks, due to it's many eyes. It also gets a +8 racial bonus to hide in icy conditions due to it's coloration.

What do you think?

Next week, Force Spiders

Later,
 

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Frog Slime

First Post
Well, I was kind of toying with the idea of a construct spider whose poison is non-organic and makes webs out of thin chains.

Don't ask what gave me the idea, I don't know.
 

Ferret

Explorer
Whip spider
Tiny Beast
HD 1/2d10 (hp 2)
Initiative +2 (Dex);
Speed 10 ft;
AC 19 (+4 Dex, +2 size, +3 natural);
Attacks: bite +6 melee; Sting +6 melee
Damage: Bite 1d3-3; Sting 1d3-3
Special quality: Perm. Spider climb,
Special attack: Poison, Improved grab
Face/Reach 2 1/2 ft by 2 1/2 ft/0 ft;
Saves: Fort +2, Ref +8, Will +1;
Abilities: Str 5, Dex 19, Con 11, Int 6, Wis 12, Cha 8;
Skills and Feats: Hide +6, Move Silently +6; Weapon finesse (bite) (B) Weapon finesse (sting) (B)

Climate/Terrain: Any Plains
Organization: Solitary bunch (2-4)
Challenge Rating: 2
Treasure: none
Alignment: Always Neutral evil
Advancement: 1-3HD tiny 4-7HD small 8-12HD Medium

These evil creatures, vile sentiments left in now blocked caves by the corrupt Drow. Appearing to be 1-2 ft long spiders with a snake tail and head, fondly named “Elgluth orrb” Or Whip spider by the Drow.

Usually they jump from the ceiling or wall, and latch on, biting and stinging.

Enfeeblement Poison (Ex): The sting attack delivers a deadly toxin that (Fort save DC 10, initial 1d6 temporary Dex and 2d6 temporary Wisdom / secondary feeblemind). The feeblemind affects the victim as a spell of the same name cast by a 1st-level sorcerer.

Paralytic Poison (Ex): The bite delivers a paralytic poison (Fort save DC 10, initial 1d6 temporary Con 2d6 strength / secondary paralysis). The paralysis lasts for 1d6 rounds.

Grab (Ex): The Whip spider can leap from a surface grapple any creature (Unrelated to size), and then bite or sting it, just as the pounce and improved grab abilities.

Spruced up too.
 
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Wolf72

Explorer
mix spider with fiendish template =

 Widow Maker (spider-webspinner)
Large fiendish vermin
Hit Dice: 4d8+4 (24hp)
Initiative: +3 (dex)
Speed: 30 ft, climb 20 ft
AC: 14 (-1 size, +3 dex, +2 natural)
Attacks: Bite +4 melee
Damage: Bite 1d8+3 and poison
Face/Reach: 10x10/5
Spec Attck: Poison, web, smite good (1x/day, +4dmg)
Spec Qual: Vermin, darkvision 60’, SR 8, Cold/Fire resist 10, DR 5/+1
Saves: Fort +5, Refl +4, Will +1
Abilities: Str 15 (+2), Dex 17 (+3), Con 12 (+1), Int 3, Wis 10, Cha 2
Skills: Climb +14, Hide +6 [+14 in webs], Jump +2, Spot +11, [Move Silently +11 in webs]
Feats:
Clim/Terr: Temperate and warm land and underground
Org: Solitary or colony (2-5)
C.R. 3
Treasure:
Alignment: Always neutral
Advancement:

Webs: Escape DC 26, Break DC 32, 12hp. Spot DC 20. (MM pp208-10)
Poison: DC 22, 1d8 str
 
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