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Ferret's 3.5 creature repository (3rd edition revision complete)
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<blockquote data-quote="Ferret" data-source="post: 1354018" data-attributes="member: 4052"><p>In both the cases I've done the most basic refinement, and changed small things. One of those is an <em>in depth</em> description of the poisons.</p><p></p><p>Shadow phase spider</p><p>Large Magical Beast</p><p>Hit Dice: 5d10+12 (30 hp)</p><p>Initiative: +6 (+2 Dex +4 Improved initiative)</p><p>Speed: 30 ft (6 squares)., climb 10 ft.</p><p>AC:12 (-1 size, +2 Dex, +2 natural)</p><p>Base attack/Grapple: +3/+12</p><p>Attack: Claw +6 melee (2d6+4)</p><p>Full attack: 2 Claws +6 melee (2d6+4) and Bite 1d6+3 and poison</p><p>Face/Reach: 10 ft./10 ft.</p><p>Special Attacks: Poison</p><p>Special qualities: Dark vision, Shadow jaunt, low-light vision</p><p>Saves: Fort +7, Ref +6, Will +2</p><p>Abilities: Str 19, Dex 14, Con 17, Int 5, Wis 13, Cha 9</p><p>Skills: Climb+4, Listen+12, Spot+8, Sense Motive +10</p><p>Feats: Improved Initiative, Alertness</p><p></p><p>Climate/Terrain: Shadow plane, any land and underground</p><p>Organization: Solitary or cluster (2-5) </p><p>Challenge Rating: 7</p><p>Treasure: None</p><p>Alignment: Always chaotic evil</p><p>Advancement: 6-8 HD (large); 9-15 HD (Huge) </p><p></p><p>Shadow Phase Spiders are distant relatives of their ethereal counterparts, the Phase Spiders. Unlike their ethereal brethren, however, Shadow Phase Spiders make their home on the Shadow Plane, and shuttle forth to the Material plane to hunt and attack prey.</p><p></p><p>Shadow Phase Spiders look like an undead, decaying version their cousins; with a dry creaking carapace covered in growths and scars. Their eight eyes are hollow, glow faintly with a soul chilling red light. Like all phase spiders, they have 8 legs, but the front two do not have pads or feet, instead they each have a huge blood-soaked scythe-like blade, measuring nearly 3ft long. Though not as intelligent as a phase spider, they are far more sinister and a lot more alert. </p><p>Despite their intelligence, shadow phase spiders do not speak.</p><p></p><p>Combat</p><p>Shadow Phase Spiders hunt and dwell on the shadow plane, seeking to quench their thirst on a living prey’s life essence. Once prey is located, they shift to the Prime and quickly and mercilessly pounce on the victim; never does the spider plan its attacks. Due to their finely tuned senses, they make deadly opponents in combat, more often leaving nothing but a few crimson stains on the prime.</p><p></p><p>Shadow Jaunt (Su): A Shadow phase spider can shift back to the Shadow to the Material Plane as a free action, and shift back again as a move-equivalent action (or during a move-equivalent action). The ability is otherwise identical with ethereal jaunt cast by a 20th-level sorcerer.</p><p></p><p>Poison (Ex): The scarlet fluid that drips from the hollow fangs of this beast can drain the blood from the faces of all who stand in its way. The victim experiences dizziness, light headed feelings and the eventual exsanguination through the skin. Bite, Fortitude save (DC 19); initial and secondary damage 2d6 temporary split between Constitution and strength(Con takes highest).</p><p></p><p>Dream Phase Spider </p><p>Large Magical Beast </p><p>Hit Dice: 10d10+20 (75 hp)</p><p>Initiative: +10(+4 Improved Initiative, +6 dex)</p><p>Speed: 50 ft. (10 squares), climb 50 ft.</p><p>AC: 20(+5 Natural, +6 Dex, -1 size)</p><p>Base attack/Grapple: +7/+11</p><p>Attack: Bite +15 melee (1d8 +2 and poison)</p><p>Full attack: Bite +15 melee (1d8 +2 and poison)</p><p>Face/Reach: 10 ft./10 ft.</p><p>Special Attacks: Poison, Leap.</p><p>Special qualities: Dark vision, Dream jaunt, Low-Light Vision</p><p>Saves: Fort+10, Ref+13, Will+7</p><p>Abilities: Str 14, Dex 22, Con 15, Int 14, Wis 18, Cha 18</p><p>Skills: Climb+12, Listen+4, Move silently+10, Spot+10, Lucid dreaming +7</p><p>Feats: Improved Initiative, Weapon Finesse (Bite)(B), Combat reflexes, Improved trip</p><p>Climate/Terrain: The Plane of dreams or Underground</p><p>Organization: Solitary, or cluster (7-13)</p><p>Challenge Rating: 8</p><p>Treasure: None</p><p>Alignment: Chaotic neutral</p><p>Advancement: 11-13 HD (Large), 14-20 HD (Huge)</p><p></p><p>Dream Phase Spiders are distant relatives of their ethereal counterparts, the Phase Spiders. Unlike their ethereal brethren, however, Dream Phase Spiders make their home on the Dream Plane, and shuttle forth to the Material plane to hunt and attack prey.</p><p></p><p>Dream Phase Spiders look little like their cousins- a shiny blue carapace with brilliant nimbus like star shapes dotted across the abdomen covers the creature, and eight eyes peering out from their heads shine like distant stars. They have achieved a deadly sentience that is abnormal for their kind, despite this they have not been evilly maligned, however it is the dream heart that has effected there alignment.</p><p>Despite their intelligence, Dream phase spiders do not speak.</p><p></p><p>Combat: </p><p></p><p>Dream Phase Spiders hunt and dwell on the Dream plane, seeking the warmth of warm-blooded prey on the Prime. Once prey is located, they shift to the Prime and stalk their victim, often surprising them in there sleep. Due to their incredible cunning, they make deadly opponents in combat, more often then not leaving their opponents no time to react, and when they do, jumping at the occasion to strike.</p><p></p><p>Dream Jaunt (Su): An Dream phase spider can shift back to the Dream to the Material Plane as a free action, and shift back again as a move-equivalent action (or during a move-equivalent action). The ability is otherwise identical with ethereal jaunt cast by a 20th-level sorcerer.</p><p></p><p>Poison (Ex): Once you’ve been bitten by the Dream phase spider’s fangs, that drip milky white, you begin to hallucinate, lose self control and the ability to reason. The end result leaves you catatonic, allowing the spider to keep its victims fresh, long before they are eaten. Bite, Fortitude save (DC 19); initial and secondary damage 2d6 temporary wisdom.</p></blockquote><p></p>
[QUOTE="Ferret, post: 1354018, member: 4052"] In both the cases I've done the most basic refinement, and changed small things. One of those is an [i]in depth[/i] description of the poisons. Shadow phase spider Large Magical Beast Hit Dice: 5d10+12 (30 hp) Initiative: +6 (+2 Dex +4 Improved initiative) Speed: 30 ft (6 squares)., climb 10 ft. AC:12 (-1 size, +2 Dex, +2 natural) Base attack/Grapple: +3/+12 Attack: Claw +6 melee (2d6+4) Full attack: 2 Claws +6 melee (2d6+4) and Bite 1d6+3 and poison Face/Reach: 10 ft./10 ft. Special Attacks: Poison Special qualities: Dark vision, Shadow jaunt, low-light vision Saves: Fort +7, Ref +6, Will +2 Abilities: Str 19, Dex 14, Con 17, Int 5, Wis 13, Cha 9 Skills: Climb+4, Listen+12, Spot+8, Sense Motive +10 Feats: Improved Initiative, Alertness Climate/Terrain: Shadow plane, any land and underground Organization: Solitary or cluster (2-5) Challenge Rating: 7 Treasure: None Alignment: Always chaotic evil Advancement: 6-8 HD (large); 9-15 HD (Huge) Shadow Phase Spiders are distant relatives of their ethereal counterparts, the Phase Spiders. Unlike their ethereal brethren, however, Shadow Phase Spiders make their home on the Shadow Plane, and shuttle forth to the Material plane to hunt and attack prey. Shadow Phase Spiders look like an undead, decaying version their cousins; with a dry creaking carapace covered in growths and scars. Their eight eyes are hollow, glow faintly with a soul chilling red light. Like all phase spiders, they have 8 legs, but the front two do not have pads or feet, instead they each have a huge blood-soaked scythe-like blade, measuring nearly 3ft long. Though not as intelligent as a phase spider, they are far more sinister and a lot more alert. Despite their intelligence, shadow phase spiders do not speak. Combat Shadow Phase Spiders hunt and dwell on the shadow plane, seeking to quench their thirst on a living prey’s life essence. Once prey is located, they shift to the Prime and quickly and mercilessly pounce on the victim; never does the spider plan its attacks. Due to their finely tuned senses, they make deadly opponents in combat, more often leaving nothing but a few crimson stains on the prime. Shadow Jaunt (Su): A Shadow phase spider can shift back to the Shadow to the Material Plane as a free action, and shift back again as a move-equivalent action (or during a move-equivalent action). The ability is otherwise identical with ethereal jaunt cast by a 20th-level sorcerer. Poison (Ex): The scarlet fluid that drips from the hollow fangs of this beast can drain the blood from the faces of all who stand in its way. The victim experiences dizziness, light headed feelings and the eventual exsanguination through the skin. Bite, Fortitude save (DC 19); initial and secondary damage 2d6 temporary split between Constitution and strength(Con takes highest). Dream Phase Spider Large Magical Beast Hit Dice: 10d10+20 (75 hp) Initiative: +10(+4 Improved Initiative, +6 dex) Speed: 50 ft. (10 squares), climb 50 ft. AC: 20(+5 Natural, +6 Dex, -1 size) Base attack/Grapple: +7/+11 Attack: Bite +15 melee (1d8 +2 and poison) Full attack: Bite +15 melee (1d8 +2 and poison) Face/Reach: 10 ft./10 ft. Special Attacks: Poison, Leap. Special qualities: Dark vision, Dream jaunt, Low-Light Vision Saves: Fort+10, Ref+13, Will+7 Abilities: Str 14, Dex 22, Con 15, Int 14, Wis 18, Cha 18 Skills: Climb+12, Listen+4, Move silently+10, Spot+10, Lucid dreaming +7 Feats: Improved Initiative, Weapon Finesse (Bite)(B), Combat reflexes, Improved trip Climate/Terrain: The Plane of dreams or Underground Organization: Solitary, or cluster (7-13) Challenge Rating: 8 Treasure: None Alignment: Chaotic neutral Advancement: 11-13 HD (Large), 14-20 HD (Huge) Dream Phase Spiders are distant relatives of their ethereal counterparts, the Phase Spiders. Unlike their ethereal brethren, however, Dream Phase Spiders make their home on the Dream Plane, and shuttle forth to the Material plane to hunt and attack prey. Dream Phase Spiders look little like their cousins- a shiny blue carapace with brilliant nimbus like star shapes dotted across the abdomen covers the creature, and eight eyes peering out from their heads shine like distant stars. They have achieved a deadly sentience that is abnormal for their kind, despite this they have not been evilly maligned, however it is the dream heart that has effected there alignment. Despite their intelligence, Dream phase spiders do not speak. Combat: Dream Phase Spiders hunt and dwell on the Dream plane, seeking the warmth of warm-blooded prey on the Prime. Once prey is located, they shift to the Prime and stalk their victim, often surprising them in there sleep. Due to their incredible cunning, they make deadly opponents in combat, more often then not leaving their opponents no time to react, and when they do, jumping at the occasion to strike. Dream Jaunt (Su): An Dream phase spider can shift back to the Dream to the Material Plane as a free action, and shift back again as a move-equivalent action (or during a move-equivalent action). The ability is otherwise identical with ethereal jaunt cast by a 20th-level sorcerer. Poison (Ex): Once you’ve been bitten by the Dream phase spider’s fangs, that drip milky white, you begin to hallucinate, lose self control and the ability to reason. The end result leaves you catatonic, allowing the spider to keep its victims fresh, long before they are eaten. Bite, Fortitude save (DC 19); initial and secondary damage 2d6 temporary wisdom. [/QUOTE]
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