Converting "generic setting" second edition monsters

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Shade

Monster Junkie
Phantom spiders are unforgiving servants of the drow that were "bred" from more lethal wraith spiders (Source: Monstrous Compendium Annual, Vol. II). 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.

Phantom spiders spin a foul green-glowing web that drains the very life from those that become ensnared in it: phantom webbing drains 1d4 hit points in the event of casual contact and reqquires a successful saving throw vs. paralyzation to avoid being immobilized for 1d6 rounds. Every round of continued contact drains an additional 1d4 hit points of damage from the cold. The webs only part to silver or +1 or better weapons, although a successful bend bars/lift gates roll will also break a strand.

Development: Note that the spiders' phantom-like substance may prove too much for the heroes' means (phantom spiders can only be hit by silver or +1 or better weapons), so retreat might be the only tactic available (although note the phantom spider's weakness to holy water as described in the stats below). Phantom spiders do not pursue the player characters, unless the characters are accompanied by chitines. In this case, the phantom spider pursues until either it or the chitine are slain.

Phantom Spider (1): AC 5; MV 18, Wb 18; HD 2+2; hp 10; THAC0 17; #AT 1; Dmg 1d4 (bite); SA Poison (see Notes); SD Silver or +1 or better weapons to hit, immune to cold-based attacks, sleep, charm, and hold spells; SW Holy water, turning (see Notes); SZ M (4 feet diameter); ML Champion (15); AL LE; XP 650.

Notes:

SA-Poison. A successful bite delivers phantom venom which remains active for 1d4+1 rounds in the victim. Each round the venom remains active, the victim must make a successful saving throw vs. poison or temporarily lose 1 point of Constitution. A slow poison delays the effects of the venom but does not restore Constitution already lost (but a neutralize poison would do the trick). Constitution returns at a rate of 1 point per 24 hours. Victims drained of all Constitution points die and have a 15% chance of rising again as phantom spiders.

SW-Holy water vials thrown at these creatures inflict 2d4 points of damage (as acid) against their phantom bodies. Because of their shadowy nature, phantom spiders are turned as shadows.

Originally appeared on WotC’s web site “The Shattered Circle” (1999).

Dungeons & Dragons
 


Shade

Monster Junkie
In 3.x, they are found in City of the Spider Queen.

I'll compare the 2e stats to those of the 2e wraith spiders in MCA2 and post the differences here.
 

Shade

Monster Junkie
Comparing to the 2e wraith-spider:

AC = same
MV = 18 for wraith, web same
HD = 3+2 for wraith, 2+2 for phantom
Damage = same
Size = same
SA = lingering damage (phantom) rather than energy drain (wraith), poison is the same, web is the same
SD = same; weakness also same; both are turned as shadows
 

freyar

Extradimensional Explorer
Ok, so should we take the wraith spider abilities and just reduce HD? Then change around a few of the SAs?
 

Shade

Monster Junkie
Let's see...

The 3e wraith-spider lost the cool web ability. :(

In fact, I'm not real impressed with the 3e update. They have Int scores of 2, yet even with the Player's Guide to Faerun Monster Update, they lack a number of feats.

Here's what they do have...

Strength Damage (Su): The bite of a Large or smaller wraith spider deals Strength damage, as noted on the table above.

Energy Drain (Su): The bite of a Huge or larger wraith spider bestows negative levels on the victim instead of dealing Strength damage. A Huge wraith spider bestows one negative level, and the Fortitude save to remove it has a DC of 15. A Gargantuan wraith spider bestows two negative levels (DC 22), and a Colossal wraith spider bestows 1d4 negative levels (DC 34). The save DCs are Constitution-based.

Tremorsense (Ex): A wraith spider can automatically sense the location of anything within 60 feet that is in contact with the ground.

Skills: A wraith spider has a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.
 

freyar

Extradimensional Explorer
Maybe we should do our own wraith spiders after these. I can't say I like that Str vs energy drain mechanic at all. I definitely want to keep the web.
 

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