the Jester
Legend
This is the other nasty nasty the pcs met in the Isles of Gloom. The glumring was nastier than I'd anticipated; this guy's nastier still, but I'd figured that in.
Without further ado...
MIST SPIDER
Huge Magical Beast
Hit Dice: 12d10+84 (150 hp)
Initiative: +0
Speed: 45’, climb 35’
AC: 23 (-2 size, +15 natural)
Attacks: Bite +22 melee
Damage: Bite 2d8+13
Face/Reach: 15’x15’/10’
Special Attacks: Gloom aura, poison, spell-like abilities
Special Qualities: Immunities, SR25, breathsense, tremorsense
Saves: Fort +15, Ref +8, Will +5
Abilities: Str29, Dex11, Con24, Int6, Wis13, Cha14
Skills: Climb +29, Move Silently +20
Feats: Large and In Charge, Power Attack, Weapon Focus (bite)
Climate/Terrain: Any land (Isles of Gloom)
Organization: Solitary or pair
Challenge Rating: 13
Treasure: Standard
Alignment: Always chaotic evil
Advancement Range: 13-24 HD (huge); 25-36 HD (gargantuan)
Description: A mist spider is a huge bloated arachnid of evil cunning and terrible spell-like powers. Its body looks hairy, but the hair is white and writhes like mist. A mist spider’s eyes seem to swirl and change from white to grey to a pale blue color. Strange filaments seem to extend and retract from the creature’s body almost like hooks.
Skills: Mist spiders get a +10 racial bonus to climb and move silently checks.
Combat: A mist spider prefers to attack from surprise, closing in invisibly and activating its aura of gloom to attempt to daze and disable as many victims at once as possible and then attempts to slay any resistance with its bite and deadly venom. If severely threatened a mist spider will use its cone of cold ability.
Gloom Aura (Su): As a standard action a mist spider can radiate an aura of terrible gloom in a 20’ radius. All creatures within this radius must make Will saves (DC18) or suffer 2d6 points of Wisdom damage and be dazed for 2d6 rounds. A successful saving throw indicates 1d4 points of Wisdom damage and no daze effect. This is a mind-affecting effect.
Poison (Ex): Bite; Fort save (DC23); initial damage 2d4 temporary Wisdom, secondary damage 1d6 temporary Intelligence and 1d6 temporary Charisma.
Spell-Like Abilities (Sp): Once/day- Cone of Cold; at will- Fog Cloud, Invisibility, Tongues, Web; as a 12th-level sorcerer (base save DC12+ spell level).
Immunities (Ex): A mist spider is immune to cold and negative energy effects.
Breathsense (Su): A mist spider can sense the exact location of all breathing creatures within a 30’ radius. This ability foils concealment and invisibility to the extent that a mist spider can pinpoint its target, although a miss chance still applies.
Do you think it deserves the high CR? From playtesting against my party, I'd say yes. (Look at your wisdom go away...)


Without further ado...
MIST SPIDER
Huge Magical Beast
Hit Dice: 12d10+84 (150 hp)
Initiative: +0
Speed: 45’, climb 35’
AC: 23 (-2 size, +15 natural)
Attacks: Bite +22 melee
Damage: Bite 2d8+13
Face/Reach: 15’x15’/10’
Special Attacks: Gloom aura, poison, spell-like abilities
Special Qualities: Immunities, SR25, breathsense, tremorsense
Saves: Fort +15, Ref +8, Will +5
Abilities: Str29, Dex11, Con24, Int6, Wis13, Cha14
Skills: Climb +29, Move Silently +20
Feats: Large and In Charge, Power Attack, Weapon Focus (bite)
Climate/Terrain: Any land (Isles of Gloom)
Organization: Solitary or pair
Challenge Rating: 13
Treasure: Standard
Alignment: Always chaotic evil
Advancement Range: 13-24 HD (huge); 25-36 HD (gargantuan)
Description: A mist spider is a huge bloated arachnid of evil cunning and terrible spell-like powers. Its body looks hairy, but the hair is white and writhes like mist. A mist spider’s eyes seem to swirl and change from white to grey to a pale blue color. Strange filaments seem to extend and retract from the creature’s body almost like hooks.
Skills: Mist spiders get a +10 racial bonus to climb and move silently checks.
Combat: A mist spider prefers to attack from surprise, closing in invisibly and activating its aura of gloom to attempt to daze and disable as many victims at once as possible and then attempts to slay any resistance with its bite and deadly venom. If severely threatened a mist spider will use its cone of cold ability.
Gloom Aura (Su): As a standard action a mist spider can radiate an aura of terrible gloom in a 20’ radius. All creatures within this radius must make Will saves (DC18) or suffer 2d6 points of Wisdom damage and be dazed for 2d6 rounds. A successful saving throw indicates 1d4 points of Wisdom damage and no daze effect. This is a mind-affecting effect.
Poison (Ex): Bite; Fort save (DC23); initial damage 2d4 temporary Wisdom, secondary damage 1d6 temporary Intelligence and 1d6 temporary Charisma.
Spell-Like Abilities (Sp): Once/day- Cone of Cold; at will- Fog Cloud, Invisibility, Tongues, Web; as a 12th-level sorcerer (base save DC12+ spell level).
Immunities (Ex): A mist spider is immune to cold and negative energy effects.
Breathsense (Su): A mist spider can sense the exact location of all breathing creatures within a 30’ radius. This ability foils concealment and invisibility to the extent that a mist spider can pinpoint its target, although a miss chance still applies.
Do you think it deserves the high CR? From playtesting against my party, I'd say yes. (Look at your wisdom go away...)