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Converting "generic setting" second edition monsters

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demiurge1138

Inventor of Super-Toast
Looks pretty good to me. I was going to suggest negative energy for the web from the original text, but it then specified that it was, in fact, cold damage.
 

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freyar

Extradimensional Explorer
Since the web glows green, shouldn't the Spot DC be a little lower than 20 (which is from the normal monstrous spider)?
 

Shade

Monster Junkie
Since the web glows green, shouldn't the Spot DC be a little lower than 20 (which is from the normal monstrous spider)?
Good point. 15? Or even 10?

As such, phantom spiders are partially immaterial, and easily fade into the darkness, except when they are arroused, their bodies are suffused with a cold witchlight while their eyes gleam with hellish malice.
Improved bonus on Hide checks when immobile in areas of darkness?
 
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freyar

Extradimensional Explorer
Let's say a Spot DC of 10. And yes to the improved Hide bonus. Let's maybe remove the Hide bonus from using the web (due to the same lighting reason as before) but give them +8 Hide in darkness (mobile or not).
 

Shade

Monster Junkie
Updated.

HP for webbing?

CR 1? (Same as Medium monstrous spider; the undead immunities seem a tradeoff for loss of bonus hp from Con and vulnerability to turning)

A phantom spider is about 5 feet in diameter and weighs x pounds. (Monstrous spiders have no listed weight; A jungle spider is about seven feet long and weighs about 250 pounds, so maybe 175 to 200 pounds?)
 

freyar

Extradimensional Explorer
8 hp, a little better than the Medium spider?
CR 1 is good, and so is suggested weight.
 


Shade

Monster Junkie
Updated.

I think we're nearly finished. Shall we add a special advancement section, noting that Dex remains constant, the progression of web hps, and so forth like monstrous spiders?
 

freyar

Extradimensional Explorer
We could either do that or do our own wraith spiders and put a note that advanced phantom spiders become wraith spiders. What do you think? Sounds like the CotSQ wraith spiders are duds, so I'd be up for converting those.
 

Shade

Monster Junkie
We could either do that or do our own wraith spiders and put a note that advanced phantom spiders become wraith spiders. What do you think? Sounds like the CotSQ wraith spiders are duds, so I'd be up for converting those.
The wraith spiders appear to be separate, more powerful creatures (but with similar HD), so I'd say we keep 'em separate (but I'm not opposed to doing our own conversion).

How's this, then?

Advanced Phantom Spiders

When improving phantom spiders by Hit Dice, follow the standard advancement rules with the following exceptions.

First, Dexterity does not decrease with size.

Poison damage increases as follows: Large: 1d8, Huge 2d6, Gargantuan 2d8, Colossal 3d6.

Web hit points increase as follows: Large: 14, Huge 16, Gargantuan 18, Colossal 20.
 





Shade

Monster Junkie
Wraith-Spider
CLIMATE/TERRAIN Any
FREQUENCY: Rare
ORGANIZATION Pack
ACTIVITY CYCLE Night
DIET: special
INTELLIGENCE Average (8-10)
TREASURE Incidental
ALIGNMENT: Lawful evil
NO. APPEARING 3-18
ARMOR CLASS 5
MOVEMENT: 15, Wb 18
HIT DICE 3+2
THACO 17
NO. OF ATTACKS: 1
DAMAGUATTACK: ld4
SPECIAL ATTACKS Energy drain, poison
SPECIAL DEFENSES Silver or +1 or better weapons
MAGIC RESISTANCE 15%
SIZE M (4’ diameter)
MORALE: Champion (15)

Wraith-spiders appear as vaguely formed dark spider shapes whose eight legs trail off into dark mist. They have no physical substance, being more shadow and mist than spider. They attack with mandibles that appear insubstantial, but leave visible wounds. Their bodies are circled with glowihg red pinprick-eyes that look in all directions simultaneously.

They speak no language of their own and do norrespond in any way to a speak with dead spell. They seem to communicate with each other on some instinctive level to coordmate attacks in pack formations, though this is non-verbal in nature. They understand orders given in the commoa tongue or drow, and can be commanded by those with the ability to command or control undead. They are always encountered as the servants of some more powerful creature.

Wraith-spiders cause damage by several methods. Their bitee causes 1d4 points of damage from chilling cold; each bite also drains 1 level of experience from an opponent. This affects hit points and all abilities connected with that level, such as combat ability or spellcasting. Lost, experience levels can only be regained by earning new expeaience or by the restoration spell.

A wraith-spider’s bite also injects a poison. This poison remains active for 2-5 rounds and drains 1 point of Constitution each round it is active. The victim must roll a successful saving throw vs. poison each round to escape the poison's effects for that round. A neutralize poison spell alleviates the effects of the poison entirely, moving it from the victim’s system and restoring any lost Constitution points. A slow poison delap the effects of the poison for the duration of the spell but will not restore Constitution points already lost. Constitution points can be regained at the rate of 1 per week; a heal spell restores 1-4 points per spell. Victims drained of all Constitution poihts die and have a 25% chance of becoming wraith-spiders themselves. Characters slain by wraith-spiders can be returned to life with a heal and a resurrection spell cast in that sequence.

These creatures are immune to cold-based attacks and sleep, :harm, and hold spells. Normal weapons do no damage; wraith-spiders are affected only by silver weapons or magical weapons. Holy water vials thrown at these creatures inflict 1d4 points of damage (as acid) against their undead forms.
For unknown reasons, raise dead spells do not affect these creatures, as they do other wraiths, having no effect at all.

Wraith-spiders are tuned as shadows.

These creatures create webs that glow with an eerie dim green light. Anyone touching a web will sustain 1d4 points of damage from the numbing cold of the strands. Characters in contact with the webs must also make a savlng throw vs. paralyzation or be immobilized by the web for 1-6 rounds, sustaining cold damage for each round in the web. Like the wrath-spiders themselves, the webs cannot be cut by normal weapons; they can be cut only by silver or magical edged weapons, or broken by a successful bend bars/lift gates roll.

Habitat/Society: Wraith-spiders were originally created as guardians of treasure or as guards for a particular area of a drow stronghold. Even under someone else’s control, they tend to guard treasure well, any treasure left by their victim being added to their origmal cache. Wraith-spiders are usually encountered in packs since they are created in groups. However, since they do not always turn victims into more wraith-spiders (though there is speculation on what happens if anormal or giant spider is killed by them), they are sometimes encountered alone as attrition takes its toll.

Ecology: Wraith-spiders have no goals or purposes other than to perform their guard tasks and slay the living. Since they are not free to roam at will, they have little effect on the natural order. It is rumored that a wizard named Muiral created them; however, it is more likely that the wraith-spiders were created years before by the drow for their wars against the duergar.
 

freyar

Extradimensional Explorer
More or less like phantom spiders (including the cool web) plus energy drain. Create Spawn will be modified a little. Incorporeal?
 

demiurge1138

Inventor of Super-Toast
Perhaps they're corporeal, but can assume incorporeality as an action or when moving, like the phantom template in the MMV.
 

freyar

Extradimensional Explorer
Perhaps they're corporeal, but can assume incorporeality as an action or when moving, like the phantom template in the MMV.
I like that idea! Maybe not specifically when moving, but for a certain length of time per day, maybe. I'm thinking starting as an immediate action (for defense) and ending as a free action. Other thoughts?
 

Shade

Monster Junkie
Great idea!

Shall we take the phantom spider statblock, raise it 1 HD, change Int to 8-10, boost Cha to at least that much, increase speed, and then tinker with the special abilities?
 


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