Krishnath
First Post
...I'm of course talking about Samhain, the ancient celtic holiday, more commonly known as Halloween.
Here is a creature in the spirit of this festive day. I present for your enjoyment: the Samhain Spider.
Spider, Samhain
Large Magical Beast (Spirit)
Hit Dice: 12d10+48 (114 hp)
Initiative: +7 (+3 Dex, Improved Initiative)
Speed: 60', burrow 20'
AC: 21 (-1 Size, +3 Dex, +9 natural)
Attacks: Bite +17 melee, 2 claws +15 melee
Damage: Bite 2d6+9 plus poison, 2 claws 1d6+3
Face/Reach: 5' by 10'/5'
Special Attacks: Fear aura, spell-like abilities, poison
Special Qualities: Scent, darkvision 120', fear immunity, acid and sonic resistance 20, damage reduction 15/+2, spiderclimb,
Saves: Fort +12, Ref +11, Will +9 (+2)
Abilities: Str 23, Dex 17, Con 19, Int 16, Wis 16, Cha 16
Skills: Hide +9 (-4), Listen +13, Knowledge (psychology) +11, Move Silently +11, Spot +17 (+4),
Feats: Alertness, Dodge, Improved Initiative, Iron Will, Mobility, Multiattack,
Climate/Terrain: Any land and underground
Organization: Solitary
Challenge Rating: 12
Treasure: Double Standard
Alignment: Usually Chaotic Evil
Advancement: 13-18 HD (Large), 19-36 HD (Huge)
The samhain spider, also known as the pumpkin spider due to it's coloration is one of the more deadly spiders on the prime material planes.
The coloration of the samhain spider is quite simple, the creatures head, thorax and legs are all dark green or darkbrown, whereas the spiders hindquarters are a vivid almost glowing orange. The creatures eyes are black.
Although a samhain spider is highly intelligent and understands several languages, it rarely speaks.
Combat:
Samhain Spiders are agressive and intelligent predators that like to play with their food, often trapping victims in elaborate underground mazes the creature has metodically dug out, in which they subject their prey to one horror after another, for as the spider reasons, scared meat tastes better.
Fear Aura (sp): All creatures within 30' of the samhain spider must make a will save (DC: 19) or be stricken with fear. Affected creatures try to flee in any direction that takes them away from the spider, not stoping for 4d4 rounds, if the affected creature is unable to flee, it covers. Creatures making their save are immune for that samhain spiders fear aura for one day.
Spell-like Abilities: At will - Dancing Lights, Faerie Fire and Ghost Sound, 3/day - Blur, Emotion (Despair only), Fear, Mirror Image, Produce Flame, Stinking Cloud, and Ventriloquism; 1/day - Acid Fog and Nightmare. These are as the spells cast by a 12th level sorcerer, DC: 13 plus spell level.
Posion (Ex): DC 20, primary, paralysis, secondary 1d4 Wis, those killed by the poison rise in 1d4 days as allips, unless the body is destroyed, or someone casts remove curse on the body.
Spiderclimb (Ex): As the spell, always active.
Skills: Samhain Spiders get a +4 racial bonus on spot checks.
© 2002 Kristian L. Jensen
Comments are as allways appreciated and welcome.
Hope you like it.
Later,
Here is a creature in the spirit of this festive day. I present for your enjoyment: the Samhain Spider.
Spider, Samhain
Large Magical Beast (Spirit)
Hit Dice: 12d10+48 (114 hp)
Initiative: +7 (+3 Dex, Improved Initiative)
Speed: 60', burrow 20'
AC: 21 (-1 Size, +3 Dex, +9 natural)
Attacks: Bite +17 melee, 2 claws +15 melee
Damage: Bite 2d6+9 plus poison, 2 claws 1d6+3
Face/Reach: 5' by 10'/5'
Special Attacks: Fear aura, spell-like abilities, poison
Special Qualities: Scent, darkvision 120', fear immunity, acid and sonic resistance 20, damage reduction 15/+2, spiderclimb,
Saves: Fort +12, Ref +11, Will +9 (+2)
Abilities: Str 23, Dex 17, Con 19, Int 16, Wis 16, Cha 16
Skills: Hide +9 (-4), Listen +13, Knowledge (psychology) +11, Move Silently +11, Spot +17 (+4),
Feats: Alertness, Dodge, Improved Initiative, Iron Will, Mobility, Multiattack,
Climate/Terrain: Any land and underground
Organization: Solitary
Challenge Rating: 12
Treasure: Double Standard
Alignment: Usually Chaotic Evil
Advancement: 13-18 HD (Large), 19-36 HD (Huge)
The samhain spider, also known as the pumpkin spider due to it's coloration is one of the more deadly spiders on the prime material planes.
The coloration of the samhain spider is quite simple, the creatures head, thorax and legs are all dark green or darkbrown, whereas the spiders hindquarters are a vivid almost glowing orange. The creatures eyes are black.
Although a samhain spider is highly intelligent and understands several languages, it rarely speaks.
Combat:
Samhain Spiders are agressive and intelligent predators that like to play with their food, often trapping victims in elaborate underground mazes the creature has metodically dug out, in which they subject their prey to one horror after another, for as the spider reasons, scared meat tastes better.
Fear Aura (sp): All creatures within 30' of the samhain spider must make a will save (DC: 19) or be stricken with fear. Affected creatures try to flee in any direction that takes them away from the spider, not stoping for 4d4 rounds, if the affected creature is unable to flee, it covers. Creatures making their save are immune for that samhain spiders fear aura for one day.
Spell-like Abilities: At will - Dancing Lights, Faerie Fire and Ghost Sound, 3/day - Blur, Emotion (Despair only), Fear, Mirror Image, Produce Flame, Stinking Cloud, and Ventriloquism; 1/day - Acid Fog and Nightmare. These are as the spells cast by a 12th level sorcerer, DC: 13 plus spell level.
Posion (Ex): DC 20, primary, paralysis, secondary 1d4 Wis, those killed by the poison rise in 1d4 days as allips, unless the body is destroyed, or someone casts remove curse on the body.
Spiderclimb (Ex): As the spell, always active.
Skills: Samhain Spiders get a +4 racial bonus on spot checks.
© 2002 Kristian L. Jensen
Comments are as allways appreciated and welcome.
Hope you like it.
Later,
Last edited: