Law's Eberron Monster A Week #1 The Sharn Shadow Spider

law

First Post
I know I dont post much over here any more. But im going to try with these new monsters.

Sharn Shadow Spider
Small Magical Beast
Hit Dice: 6d10+24 (57 hp)
Initiative: +9 (+5 Dex, +4 Improved Initiative)
Speed: 30 ft., climb 20 ft.
AC: 18 (+5 Dex, +1 size, +2 natural), touch 16, flat-footed 13
Base Attack/Grapple: +6/+2
Attack: Bite +12 1d4 plus paralysis plus poison
Full Attack: Bite +12 1d4 plus paralysis plus poison
Space/Reach: 5 ft./5 ft.
Special Attacks: Paralysis, Poison
Special Qualities: Darkvision 60 ft., DR 5/magic, low-light vision, Shadow Blend, Shadow Walk, SR 17
Saves: Fort +5, Ref +9, Will +3
Abilities: Str 11, Dex 21, Con 18, Int 5, Wis 14, Cha 10
Skills: Climb +5, Hide +13*
Feats: Ability Focus (Paralysis), Ability Focus (Poison), Improved Initiative, Weapon Finesse (B )
Environment: City of Sharn
Organization: Solitary
Challenge Rating: 6
Treasure: Standard
Alignment: Usually neutral
Advancement: 6-10 HD (Small), 11-15 HD (Medium)
Level Adjustment: -

This creature resembles a small monstrous spider, except with longer legs, a larger head and stark black markings with gray high lights over the legs and back. Its eight eyes are golden-white.

Sharn shadow spiders have always been in the city of sharn as far as people know. The fact that they only live in this one city kind of sets them as a spider that lives in such a place. Its not known when they came to be, but scalars have recordings of these spiders from the time when humans started building up the city of sharn into its current form.

The sharn shadow spider is a cunning ambush hunter using the large amount of shadows that are in the lower parts of the city of sharn to hide. They don’t commonly live in the higher parts of the city from lack of large shadows, so many of the people don’t even know that these spiders live in there city as they move from level to level. Little do they know that they could be the next meal for this small dog-sized spider.

Every now and then, someone will go missing usually in the lower city so no one notices that one person is no longer there. Every now and then, someone with a big name goes down to the lower city and falls victim to the spider. When such a thing happens the city guard offers a good amount of money to people that are willing to hunt the spiders (if the city guard know it was a sharn shadow spider that killed the person).

Sharn shadow spiders can understand Common and Goblin.

Combat
Sharn shadow spiders attack with there bite attack. Commonly attacking one target at a time in hopes of killing it then running up the walls or jumping to the plane of shadow for the meal it earned before it is killed.
Paralysis (Ex): A sharn shadow spider’s teeth are coated with a clear paralyzing fluid. Any creature hit by its bite attack must make a successful Fortitude save (DC 19) or be paralyzed for 3 rounds. The save DC is Constitution-based and includes the +2 bonus from the Ability Focus feat.
Poison (Ex): Injury, Fortitude DC 19, initial damage and secondary damage 1d3 Dex. The save DC is Constitution-based and includes the +2 bonus from the Ability Focus feat.
Shadow Blend (Su): In any condition of illumination other than full daylight, a sharn shadow spider can disappear into the shadows, giving it total concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability. A dayling spell, however, will.
Shadow Walk (Sp): At will, a sharn shadow spider can use shadow walk (caster level 5th; Will save DC 17, the save DC is Charisma based).
Skills: *A sharn shadow spider gets a +20 circumstance bonus on Hide checks when in shadows.
 
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Bite attacks are probably melee.

None of the saves look right. They should be either 1/3 HD + ability mod, or 2 + (1/2 HD) + ability mod.

What's a 'dayling' spell?

Advancement should start at 7 HD.

Otherwise it looks good.
 

Bite attacks are probably melee.

None of the saves look right. They should be either 1/3 HD + ability mod, or 2 + (1/2 HD) + ability mod.

What's a 'dayling' spell?

Advancement should start at 7 HD.

Otherwise it looks good.
 

I did mess up on the HD thing.

The saves where 10 + half HD + Con + feat.

Yes I should add the melee onto the bite attack.

I also need to fix that spelling error thanks for spoting it.


Thanks.
 

Off-topic

Law, do you know what's the status of The Brood. There have been no news from them, and no one is responding in The Brood message board and the Lands of Shtar forum at Pits of Evil. Have they disbanded?
 

Sorry to reiterate, but for Magical Beasts the good saves are Fort and Ref. So for the saves I get:

Fort = 2 + (6/2) + 4 = +9
Ref = 2 + (6/2) + 5 = +10
Will = (6/3) + 2 = +4

I didn't have an issue with your special ability save DCs.

Thanks.
 


Hey Law, good to see you!

This is an interesting creature. I like the background a lot. My only question- the paralysis and poison seem kind of redundant to me. I'd just drop one or the other (prolly keep paralysis; if you're going to keep the poison instead I'd increase its potency to 1d4 or even 1d6 dex).
 

The idea is for it to give a double hit to slow them. They cant move with out any dex.

Also Jester go check out my main creature thread. Its where im going to be posting all of them from now on.
 

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