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Huge spider, with some real world spider additions

lordxaviar

Explorer
Spider, Huge Monstrous
Web spinner
(MM1 p 288) 5 CR: 5; Sz: Huge Vermin; H: , W: ; Age: ; HD: 8d8+16; Hp: 52; Init: +3; Spd: 30’, climb 20’; AC: 16; (-2 size, +3 Dex, +5 natural), T: 11, FF: 13; BaB: +6; Grap: +18; Atk: +9 melee (2d6+6 Bite plus poison); Full Atk: +9 melee (2d6+6 Bite plus poison); Spc/Rch: 15’/10’; SA: Poison, web; SQ: Dark-vision 60’, tremor-sense 60’, vermin traits,; AL: N; Sv: F: +8, R: +5, W: +2; Abil: S: 19/+4, D: 17/+3, C: 14/+2, I: -/-, W: 10/0, Ch: 2/-4; Skills: Climb +12, Hide +1*, Jump +4*, Spot +4*; ; Treas: ; Tactics: ; RPGL: ; Descrip: ; History:; Envir:Temperate-Tropical forests, Underground, ; Org: Solitary, or Brood – see below; Exp:;

Brood: After the young (treat as tiny) hatch they engage in a feeding/fighting frenzy attacking and eating each other over the next 3 months. This is a very dangerous time to come upon a nest.. Luckily for the rest of the world as this is keeps there numbers in balance with the local food supply. They grow progressively slower as they reach each CR / HD, until reaching Large. When they start to set off on their own. Huge spiders may often be found with (2d6) smaller spiders. Tiny, small and even Medium (rarely) spiders may be found on the body of the Huge Spider; hitching a ride.
Poison (Ex): Spiders have a poisonous bite. Fort DC16, 1d8 Str initial and secondary; 0 Str equals effective paralysis -1 and below the victim is being suffocated by not being able to breathe, this can not be stabilized, and must be cured. Cure light wounds will stop this effect even if it does not bring the victim to O or positive hit points.
Skills: Spiders have a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. A monstrous spider can always choose to take 10 on Climb checks, even if rushed or threatened. Monstrous spiders use either their Str or Dex modifier for Climb checks, whichever is higher. Web-spinning spiders have a +8 racial bonus on Hide and Move Silently checks when using their webs.
Tremor-sense (Ex): A monstrous spider can detect and pinpoint any creature or object within 60’ in contact with the ground, or within any range in contact with the spider's webs.
Web (Ex): Spiders often wait in their webs or in trees, 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.
Web-spinners can throw a web 8/day. This is similar to an attack with a net but has a maximum range of 50’, with a range increment of 10’, and is effective against targets up to one size category larger than the spider.
An entangled creature can escape with a successful Escape Artist check or burst it with a Strength check. Both are standard actions DC13 / DC17 – respectively. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus.
Web-spinners often create sheets of sticky webbing from 5 to 60’ square, depending on the size of the spider. 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 DC20 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’ section has 14 Hps, Break DC20 and Escape Artist check of DC16; sheet webs also have DR 5/- from flexibility
A monstrous spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.
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You know, nice as real world spiders are, I've long preferred those D&D spiders that were intelligent evil-aligned creatures (such as many of the spiders in AD&D).

Less real-world spiders inflated to unrealistic size, more malevolent monsters in spider shape.

An ordinary spider is just a mindless vermin, operating purely by instinct. It may use a trick or two - but it'll always be the same trick in the same circumstances, easy for some adventurers to learn and compensate for.

The AD&D-style "smart spider" should be devious (at least that's how I'd run them). It can learn the tactics of other spiders it observes as well as the habits of its prey. It can come up with new silken snares and ambush techniques, or adopt tricks it knows to its circumstances. Worse, most of them are evil (the influence of Lolth?), making them crueller foes than they need to be.
 

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