Converting First Edition monsters from DRAGON magazine

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Dragon #55, Nov 81

Dragon's Bestiary

Devil Spider
Created by Erol Otus

FREQUENCY: Rare
NO. APPEARING: 1
ARMOR CLASS: 2 (except underbelly, which is AC5)
MOVE: 18 *12
HIT DICE: 13
% IN LAIR: 75%
TREASURE TYPE: H
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1-10 and 1-10 (2 claws) plus 2-12 (bite)
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: 25%
INTELLIGENCE: Average
ALIGNMENT: Lawful evil
SIZE: L (10' legspread, 5' high)
PSIONIC ABILITY: Nil
Attack/Defense modes: Nil

This creature's true name - if it has one - is unknown. It has come to be known by the name "Devil spider" because it certainly is some type of spider, and because it is devilishly evil in its attempts to capture prey and treasure.
The devil spider usually makes its lair in a chasm or large pit, or in an open area near a well-traveled path or under a bridge. It will spin a web which spans an open area (minimum 10'x10', maximum 100'x100') and will then lurk nearby, waiting for a potential meal to arrive on the scene. A spider may attack from ground level, or may descend on a victim from above, suspended by a single strand of webbing material.
The web is made of non-glossy, nearly transparent strands which cannot be detected by torchlight from farther than 5 feet away. And if a victim gets close enough to see the web, the spider will automatically attack. The devil spider will surprise an adversary on a roll of 1-4.
If at least one character or creature is no more than 10 feet away from the web, the devil spider will not usually make a normal attack but instead will attempt to shove the character nearest the web into the strands. If it has a choice, the spider will go for the target which is smallest or looks weakest. On a result of 11 or higher on a d20, this "push attack" will succeed.
The die roll is modified by the following factors:
Target smaller than man-sized: -2
Target larger than man-sized: +2
Target surprised: -2
Target secured in position (using rope, spikes, or other devices): +1 to +4
Target in precarious position (clinging to cliff wall, etc.): -1 to -4
The strands of the devil spider's web are very strong. Any particular strand will be broken only if it takes 10 points of damage in a single round, from one or more hits on the same spot. If a web strand takes less than 10 points of damage in a single round, it will be able to absorb up to 10 more in a subsequent round, because the attacker(s) is not able to hit precisely the same spot with attacks in two different rounds. It takes 40 points of damage to sever a web at the intersection of two strands, where the material is much thicker, but damage to a web intersection is cumulative over more than one round.
Blunt weapons do only half damage to the web. It is fireproof, but takes double damage from cold-based attacks.
The web strands are coated with a clear, glue-like substance. A character whose body contacts the web will be immobilized by the sticky goo, but may pull one or two extremities free. If a roll of d20 is equal to or less than the average of the character?s strength and dexterity (round fractions down), one limb (victim's choice) is freed. A victim can roll to try to partially escape once per round, but no more than two limbs can be pulled loose in this manner. The spider will attack at +2 "to hit" against a victim in the web, and the victim (if able to fight back) will be at -4 "to hit" as long as he is in the web.
A devil spider is reasonably intelligent, and its course of action will always be dictated by circumstances rather than instinct. However, the creature is somewhat predictable. It will always begin a combat situation by making repeated attempts to push a target into its web, as long as a target is available. Then it will assault the victim, trying to kill or weaken it so it cannot escape. During all this time, the spider will generally ignore attacks on its body, but if its hit points are reduced to less than half of the original number, it will either turn to take on the ones doing the damage, or it will attempt to flee (depending on its estimation of the strength of its enemies). After it has captured one victim, it will not attempt to push another one into the web until the first victim is killed or freed.
 

Dragon #55 said:
This creature's true name - if it has one - is unknown. It has come to be known by the name "Devil spider" because it certainly is some type of spider, and because it is devilishly evil in its attempts to capture prey and treasure.

Magical beast (Extraplanar)?

Dragon #55 said:
The devil spider usually makes its lair in a chasm or large pit, or in an open area near a well-traveled path or under a bridge. It will spin a web which spans an open area (minimum 10'x10', maximum 100'x100') and will then lurk nearby, waiting for a potential meal to arrive on the scene. A spider may attack from ground level, or may descend on a victim from above, suspended by a single strand of webbing material.
The web is made of non-glossy, nearly transparent strands which cannot be detected by torchlight from farther than 5 feet away. And if a victim gets close enough to see the web, the spider will automatically attack. The devil spider will surprise an adversary on a roll of 1-4.

Web stuff notwithstanding, it sounds like we need skill ranks in Hide, Listen, and Spot, and probably Improved Initiative.

Dragon #55 said:
If at least one character or creature is no more than 10 feet away from the web, the devil spider will not usually make a normal attack but instead will attempt to shove the character nearest the web into the strands. If it has a choice, the spider will go for the target which is smallest or looks weakest. On a result of 11 or higher on a d20, this "push attack" will succeed.
The die roll is modified by the following factors:
Target smaller than man-sized: -2
Target larger than man-sized: +2
Target surprised: -2
Target secured in position (using rope, spikes, or other devices): +1 to +4
Target in precarious position (clinging to cliff wall, etc.): -1 to -4

Uhh...Improved Bull Rush?

Dragon #55 said:
The strands of the devil spider's web are very strong. Any particular strand will be broken only if it takes 10 points of damage in a single round, from one or more hits on the same spot. If a web strand takes less than 10 points of damage in a single round, it will be able to absorb up to 10 more in a subsequent round, because the attacker(s) is not able to hit precisely the same spot with attacks in two different rounds. It takes 40 points of damage to sever a web at the intersection of two strands, where the material is much thicker, but damage to a web intersection is cumulative over more than one round.

Blunt weapons do only half damage to the web. It is fireproof, but takes double damage from cold-based attacks.

The web strands are coated with a clear, glue-like substance. A character whose body contacts the web will be immobilized by the sticky goo, but may pull one or two extremities free. If a roll of d20 is equal to or less than the average of the character?s strength and dexterity (round fractions down), one limb (victim's choice) is freed. A victim can roll to try to partially escape once per round, but no more than two limbs can be pulled loose in this manner. The spider will attack at +2 "to hit" against a victim in the web, and the victim (if able to fight back) will be at -4 "to hit" as long as he is in the web.

Web (Ex): Devil spiders often wait in their webs, then lower themselves silently on silk strands and leap onto prey passing beneath. A single strand is strong enough to support the spider and one creature of the same size. A devil spider can throw a web eight times per day. This is similar to 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 devil spider. An entangled creature can escape with a successful DC X Escape Artist check or burst it with a DC X Strength check. Both are standard actions. The check DCs are Constitution-based, and the Strength check DC includes a +X racial bonus.

Devil spiders often create sheets of sticky webbing up to 100 feet square. They usually position these sheets to snare flying creatures but can also try 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 X hit points and sheet webs have damage reduction 5/—.

A devil spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.

Tremorsense (Ex): A devil spider can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with the spider’s webs.



Dragon #55 said:
A devil spider is reasonably intelligent, and its course of action will always be dictated by circumstances rather than instinct. However, the creature is somewhat predictable. It will always begin a combat situation by making repeated attempts to push a target into its web, as long as a target is available. Then it will assault the victim, trying to kill or weaken it so it cannot escape. During all this time, the spider will generally ignore attacks on its body, but if its hit points are reduced to less than half of the original number, it will either turn to take on the ones doing the damage, or it will attempt to flee (depending on its estimation of the strength of its enemies). After it has captured one victim, it will not attempt to push another one into the web until the first victim is killed or freed.

I think our combat flavor text is pretty much finished. ;)
 







some preliminary stats for the devil spider:

Devil Spider
Large Magical Beast
Hit Dice: 13d10+X (X hp)
Initiative: +X
Speed: 50 ft (10 squares), climb 30 ft (6 squares)
Armor Class: 18 (-1 size, +X Dex, +X natural), touch X, flat-footed X
Base Attack/Grapple: +13/+X
Attack: X
Full Attack: 2 claws +X melee (1d10+X) and bite +X melee (2d6+X)
Space/Reach: 10 ft/5 ft
Special Attacks: web
Special Qualities: darkvision 60 ft, low-light vision, spell resistance X, tremorsense 60 ft
Saves: Fort +X, Ref +X, Will +X
Abilities: Str X, Dex X, Con X, Int 10, Wis X, Cha X
Skills: 32 Hide, Listen, Spot
Feats: 5 Improved Bull Rush, Improved Initiative

Environment:
Organization: Solitary
Challenge Rating:
Treasure: H
Alignment: Usually lawful evil
Advancement:
Level Adjustment:

SIZE: L (10' legspread, 5' high)

COMBAT
 

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