Aringne - evil talking spiderssss

Whizbang Dustyboots

Gnometown Hero
Aringne
Large Magical Beast
Hit Dice: 4d10+8 (30 hp)
Initiative: +3
Speed: 30 ft. (6 squares), climb 20 ft.
Armor Class: 14 (-1 size, +3 Dex, +2 natural), touch 12, flat-footed 11
Base Attack/Grapple: +4/+10
Attack: Bite +6 melee (1d8+3 poison)
Full Attack: Bite +6 melee (1d8+3 poison)
Space/Reach: 10 ft./5 ft.
Special Attacks: Poison, web
Special Qualities: Darkvision 60 ft., low-light vision, tremorsense 60 ft.
Saves: Fort +6, Ref +6, Will +1
Abilities: Str 15, Dex 17, Con 15, Int 6, Wis 10, Cha 10
Skills: Climb +11, Hide +9, Jump +2, Move Silently 2*, Spot +4
Feats: Ability Focus (Poison), Weapon Finesse
Environment: Temperate forests
Organization: Solitary or colony (2-5)
Challenge Rating: 3
Treasure: 1/10 coins; 50% goods, 50% items
Alignment: Usually neutral evil
Advancement: By character class
Level Adjustment: +3

This creature appears to be a monstrous spider, but there is a hint of malign intelligence in the way it moves and observes its prey.

Aringne are intelligent monstrous spiders that haunt forsaken forests or shallow cave systems. Nocturnal carnivores, they prefer intelligent victims as they enjoy tormenting webbed and helpless prey before eating them and will often work together to drive prey into their webs.

Aringne refuse to share their territory with normal monstrous spiders -- any spiders up to one size category larger than them will be hunted down, killed and eaten. If an Aringne discovers it's sharing territory with a monstrous spider more than two size categories larger than them, it will seek out new territory immediately.

Aringne sometimes ally with ettercap or can be found in the service of drow or aranea. They speak Sylvan and either Common or Undercommon.

Combat
Poison (Ex): Injury, Fortitude 16 (including Ability Focus), initial damage 1d6 Dex, secondary damage paralysis 1d6 hours.

Web (Ex): Aringne often wait in their webs or in trees, then lower themselves silently on silk strands and leap onto prey passing beneath. A single strand is strong enough to support one Aringne and one creature of the same size.

Aringne can also throw a web eight times per day. This is simply 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 Aringne.

An entangled creature can escape with a successful Escape Artist check or burst it with a Strength check. Both are standard actions with DCs of 13 for Escape Artist or 17 to break.

Aringne often create sheets of sticky webbing up to 30 feet square. They usually position these sheets to snare flying creatures but also 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 12 hit points and sheet webs have damage reduction 5/--.

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

Tremorsense (Ex): An Aringne can detect and pinpoint any creature within 60 feet in contact with the ground, or within any range in contact with the spider's webs.

Skills: Aringne have a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. Aringne can always choose to take 10 on Climb checks, even if rushed or threatened. Aringne use either Strength or Dexterity modifier for Climb checks, whichever is higher. Aringne have a +8 racial bonus on Hide and Move Silently checks when using their webs.

Favored Class: Rogue
 
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Attercop! Attercop!

Very nice. I may use these at some point, as well as logical next steps of them. I think it's great that rogue's their favored class.

Demiurge out.
 



Very nice! :cool:

Move Silently should be +3, right? What is the * for?

Also, you might want to writeup a brief tactics sentence or two that usually follows the Combat header.
 

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