DnDChick
Demon Queen of Templates
SKULL SPIDER
Tiny Vermin
Hit Dice: 1d8 (4 hp)
Initiative: +5 (Dex)
Speed: 50 ft., climb 20 ft.
AC: 20 (+2 size, +5 Dex, +3 natural)
Attacks: Sting +0 melee
Damage: Sting 1 plus poison
Face/Reach: 1 ft. by 1 ft./1 ft.
Special Attacks: Poison
Special Qualities: Darkvision, vermin
Saves: Fort +0, Ref +5, Will +0
Abilities: Str 6, Dex 20, Con 10, Int —, Wis 10, Cha 2
Climate/Terrain: Any land and underground
Organization: Swarm (2d10)
Challenge Rating: 1/4
Treasure: None
Alignment: Always neutral
Advancement: 2-3HD (Tiny)
Skull spiders are large, tarantula-like creatures that reside in the skulls of their victims. The two front legs of a skull spider contain poisoned barbs used to sting their victims. The body of a skull spider is about the size of a grapefruit, and its eyes grow on the end of long, slender stalks. The body is weak and fleshy, easily damaged. Skull spiders have developed a solution by taking up residence within skulls as a means of protecting themselves in a manner similar to hermit crabs.
Their eyestalks protrude through the empty eye sockets of their skull, and their legs have a backwards curve in the first joint which enables them to extend out of the bottom of the skull to allow rapid locomotion. Skull spiders can also fold their legs under their skull so they cannot be seen; a skull spider hiding its legs requires a Spot check (DC 15) or be indiscernible from a normal skull. Many an adventurer has been unnerved by the sight of dozens of skulls seemingly sprouting long, spidery legs and skittering towards them.
COMBAT
Skull spiders always attack en masse, swarming over their victim in great numbers, stinging them repeatedly.
Poison (Ex): Fortitude save (DC 10), initial damage 1 point of temporary Constitution, secondary damage 2 points of temporary Constitution. Each skull spider can store 2 doses of poison in its pedipalps.
SKULL SPIDER SOCIETY
A colony of skull spiders is lead by a king and queen, which are the only two members of the colony that are capable of reproducing. Queen skull spiders are always 3HD.
After a victim is subdued, the queen deposits an egg in the skull and the colony feeds on the flesh of the fresh corpse. In 1d3 days the egg hatches a single larva about the size of a man's finger. The worm consumes the brain over a period of 1d4 weeks, and then enters a pupae stage. After 1d3 months, or when the corpse is sufficiently deteriorated, the new skull spider emerges from the cocoon. It uses its strong legs to detach the skull from the rest of the body, and goes to join its colony.
Tiny Vermin
Hit Dice: 1d8 (4 hp)
Initiative: +5 (Dex)
Speed: 50 ft., climb 20 ft.
AC: 20 (+2 size, +5 Dex, +3 natural)
Attacks: Sting +0 melee
Damage: Sting 1 plus poison
Face/Reach: 1 ft. by 1 ft./1 ft.
Special Attacks: Poison
Special Qualities: Darkvision, vermin
Saves: Fort +0, Ref +5, Will +0
Abilities: Str 6, Dex 20, Con 10, Int —, Wis 10, Cha 2
Climate/Terrain: Any land and underground
Organization: Swarm (2d10)
Challenge Rating: 1/4
Treasure: None
Alignment: Always neutral
Advancement: 2-3HD (Tiny)
Skull spiders are large, tarantula-like creatures that reside in the skulls of their victims. The two front legs of a skull spider contain poisoned barbs used to sting their victims. The body of a skull spider is about the size of a grapefruit, and its eyes grow on the end of long, slender stalks. The body is weak and fleshy, easily damaged. Skull spiders have developed a solution by taking up residence within skulls as a means of protecting themselves in a manner similar to hermit crabs.
Their eyestalks protrude through the empty eye sockets of their skull, and their legs have a backwards curve in the first joint which enables them to extend out of the bottom of the skull to allow rapid locomotion. Skull spiders can also fold their legs under their skull so they cannot be seen; a skull spider hiding its legs requires a Spot check (DC 15) or be indiscernible from a normal skull. Many an adventurer has been unnerved by the sight of dozens of skulls seemingly sprouting long, spidery legs and skittering towards them.
COMBAT
Skull spiders always attack en masse, swarming over their victim in great numbers, stinging them repeatedly.
Poison (Ex): Fortitude save (DC 10), initial damage 1 point of temporary Constitution, secondary damage 2 points of temporary Constitution. Each skull spider can store 2 doses of poison in its pedipalps.
SKULL SPIDER SOCIETY
A colony of skull spiders is lead by a king and queen, which are the only two members of the colony that are capable of reproducing. Queen skull spiders are always 3HD.
After a victim is subdued, the queen deposits an egg in the skull and the colony feeds on the flesh of the fresh corpse. In 1d3 days the egg hatches a single larva about the size of a man's finger. The worm consumes the brain over a period of 1d4 weeks, and then enters a pupae stage. After 1d3 months, or when the corpse is sufficiently deteriorated, the new skull spider emerges from the cocoon. It uses its strong legs to detach the skull from the rest of the body, and goes to join its colony.
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