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[Kulan] The Lands of Harqual (Updated: Feb 3/2022)
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<blockquote data-quote="Knightfall" data-source="post: 4885485" data-attributes="member: 2012"><p><strong>Giant Sand Spiders!</strong></p><p></p><p>My PbP players just fought off 5 of these beasties...</p><p></p><p><strong><span style="color: DarkOrange">SAND SPIDER, GIANT</span></strong></p><p><strong>Medium Vermin</strong></p><p><strong>Hit Dice:</strong> 3d8+3 (16 hp)</p><p><strong>Initiative:</strong> +3</p><p><strong>Speed:</strong> 30 ft. (4 squares), climb 15 ft.</p><p><strong>AC:</strong> 19 (+3 Dex, +6 natural), touch 13, flat-footed 19</p><p><strong>Base Attack/Grapple:</strong> +2/+2</p><p><strong>Attack:</strong> Bite +5 melee (1d6 plus poison)</p><p><strong>Full Attack:</strong> Bite +5 melee (1d6 plus poison)</p><p><strong>Space/Reach:</strong> 5 ft./5 ft.</p><p><strong>SA:</strong> Poison, web</p><p><strong>SQ:</strong> Darkvision 30 ft., spines, tremorsense 30 ft., vermin traits</p><p><strong>Saves:</strong> Fort +4, Ref +4, Will +1</p><p><strong>Abilities:</strong> Str 11 (+0), Dex 17 (+3), Con 12 (+1), Int —, Wis 10 (+0), Cha 2 (-4)</p><p><strong>Skills:</strong> Climb +11, Hide +7*, Jump +1*, Listen +2, Spot +7*</p><p><strong>Feats:</strong> Alertness, Weapon Finesse (B)</p><p></p><p><strong>Continent/Region:</strong> Harqual, Janardûn, and any island chain in the northern hemisphere</p><p><strong>Environment:</strong> Temperate coast</p><p><strong>Organization:</strong> Solitary or colony (2–5)</p><p><strong>CR:</strong> 2</p><p><strong>Treasure:</strong> 1/10 coins; 50% goods; 50% items</p><p><strong>Level Adjustment:</strong> 4–7 HD (Large); 8–11 HD (Huge)</p><p></p><p><strong><span style="color: darkorange">Combat</span></strong></p><p></p><p><strong><em>Poison</em> (Ex):</strong> A giant sand spider has a poisonous bite and poisonous spines. The creature's spines are also poisonous. Paralysis/Injury, Fortitude DC 15; initial damage paralysis 1d4 rounds, secondary damage 1d6 Str.</p><p></p><p>A giant sand spider has a +2 racial bonus to the DC of its poison's Fortitude saving throw. </p><p></p><p><strong><em>Web</em> (Ex):</strong> Giant sand spiders often wait in their webs or in caves, 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. A giant sand spider can throw a web four times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to Large size. An entangled creature can escape with a successful Escape Artist check (DC 12) or burst it with a Strength check (DC 16). The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus.</p><p></p><p>Giant sand spider often create 30-ft.-sq. sheets of sticky webbing. They usually position these sheets to trap prey on the ground but can also try to snare flying creatures. Approaching creatures must succeed on a DC 20 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-foot section has 6 hit points, and sheet webs have damage reduction 5/—.</p><p></p><p>A giant sand spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.</p><p></p><p><strong><em>Spines</em> (Ex):</strong> Any creature that attacks a giant sand spider with a Small or smaller weapon (including unarmed and ntural attacks) must make a Reflex saving throw (DC 14) or suffer 1d4 points of piercing damage from the spider's spines and make a Fortitude save versus the creature's poison (see above). As a full-round action, a giant sand spider can pick up a smaller helpless creature with its legs and impale the body on the spines (causing 2d4 points of piercing damage). The spider can carry up to three Small-sized creatures in this manner (although if it carries two, it has a medium load, and if it carries three it has a heavy load).</p><p></p><p><strong><em>Tremorsense</em> (Ex):</strong> A giant sand spider can detect and pinpoint any creature or object within 30 feet in contact with the ground, or within any range in contact with the spider’s webs.</p><p></p><p><strong>Skills:</strong> Giant sand spiders have a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. A giant sand spider can always choose to take 10 on Climb checks, even if rushed or threatened. Giant sand spiders use either their Strength or Dexterity modifier for Climb checks, whichever is higher. *Giant sand spiders have a +8 racial bonus on Hide and Move Silently checks when using their webs.</p></blockquote><p></p>
[QUOTE="Knightfall, post: 4885485, member: 2012"] [b]Giant Sand Spiders![/b] My PbP players just fought off 5 of these beasties... [B][COLOR="DarkOrange"]SAND SPIDER, GIANT[/COLOR][/B] [B]Medium Vermin[/B] [B]Hit Dice:[/B] 3d8+3 (16 hp) [B]Initiative:[/B] +3 [B]Speed:[/B] 30 ft. (4 squares), climb 15 ft. [B]AC:[/B] 19 (+3 Dex, +6 natural), touch 13, flat-footed 19 [B]Base Attack/Grapple:[/B] +2/+2 [B]Attack:[/B] Bite +5 melee (1d6 plus poison) [B]Full Attack:[/B] Bite +5 melee (1d6 plus poison) [B]Space/Reach:[/B] 5 ft./5 ft. [B]SA:[/B] Poison, web [B]SQ:[/B] Darkvision 30 ft., spines, tremorsense 30 ft., vermin traits [B]Saves:[/B] Fort +4, Ref +4, Will +1 [B]Abilities:[/B] Str 11 (+0), Dex 17 (+3), Con 12 (+1), Int —, Wis 10 (+0), Cha 2 (-4) [B]Skills:[/B] Climb +11, Hide +7*, Jump +1*, Listen +2, Spot +7* [B]Feats:[/B] Alertness, Weapon Finesse (B) [B]Continent/Region:[/B] Harqual, Janardûn, and any island chain in the northern hemisphere [B]Environment:[/B] Temperate coast [B]Organization:[/B] Solitary or colony (2–5) [B]CR:[/B] 2 [B]Treasure:[/B] 1/10 coins; 50% goods; 50% items [B]Level Adjustment:[/B] 4–7 HD (Large); 8–11 HD (Huge) [B][COLOR="darkorange"]Combat[/COLOR][/B] [B][I]Poison[/I] (Ex):[/B] A giant sand spider has a poisonous bite and poisonous spines. The creature's spines are also poisonous. Paralysis/Injury, Fortitude DC 15; initial damage paralysis 1d4 rounds, secondary damage 1d6 Str. A giant sand spider has a +2 racial bonus to the DC of its poison's Fortitude saving throw. [B][I]Web[/I] (Ex):[/B] Giant sand spiders often wait in their webs or in caves, 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. A giant sand spider can throw a web four times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to Large size. An entangled creature can escape with a successful Escape Artist check (DC 12) or burst it with a Strength check (DC 16). The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus. Giant sand spider often create 30-ft.-sq. sheets of sticky webbing. They usually position these sheets to trap prey on the ground but can also try to snare flying creatures. Approaching creatures must succeed on a DC 20 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-foot section has 6 hit points, and sheet webs have damage reduction 5/—. A giant sand spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web. [B][I]Spines[/I] (Ex):[/B] Any creature that attacks a giant sand spider with a Small or smaller weapon (including unarmed and ntural attacks) must make a Reflex saving throw (DC 14) or suffer 1d4 points of piercing damage from the spider's spines and make a Fortitude save versus the creature's poison (see above). As a full-round action, a giant sand spider can pick up a smaller helpless creature with its legs and impale the body on the spines (causing 2d4 points of piercing damage). The spider can carry up to three Small-sized creatures in this manner (although if it carries two, it has a medium load, and if it carries three it has a heavy load). [B][I]Tremorsense[/I] (Ex):[/B] A giant sand spider can detect and pinpoint any creature or object within 30 feet in contact with the ground, or within any range in contact with the spider’s webs. [B]Skills:[/B] Giant sand spiders have a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. A giant sand spider can always choose to take 10 on Climb checks, even if rushed or threatened. Giant sand spiders use either their Strength or Dexterity modifier for Climb checks, whichever is higher. *Giant sand spiders have a +8 racial bonus on Hide and Move Silently checks when using their webs. [/QUOTE]
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[Kulan] The Lands of Harqual (Updated: Feb 3/2022)
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