Another fey revised to v.3.5
Glass Spider + Verminoid Template (from the Book of Templates: Deluxe Edition) + Half-Fey Template (L&L Monster Handbook, I think).
Spider-kin, Gema
Medium-Size Fey
Hit Dice: 2d6 (7 hp)
Initiative: +4 (Dex)
Speed: 20 ft. (4 squares), climb 10 ft.
AC: 20 (+4 Dex, +6 natural), touch 14, flat-footed 16
Base Attack/Grapple: +0/-2
Attack: Bite +4 melee (1d6-2); or shortspear -2 melee (1d6-2) or shortbow +4 ranged (1d6)
Full Attack: Bite +4 melee (1d6-2); or shortspear -2 melee (1d6-2) or shortbow +4 ranged (1d6)
Space/Reach: 5 ft. / 5 ft.
Special Attacks: Glamour magic, vitrifying poison, web
Special Qualities: Darkvision 60 ft., immunities, low-light vision, reflective carapace, stability, SR 5
Saves *: Fort +3, Ref +7, Will +0
Abilities: Str 7 (-2), Dex 19 (+4), Con 10 (+0), Int 12 (+1), Wis 10 (+0), Cha 17 (+3)
Skills: Climb +5, Hide +6 **, Jump +5, Listen +7, Move Silently +6 **, Spot +7, Survival +7
Feats: Alertness, Weapon Finesse (B)
Continent/Region: Harqual/The Crystal Cairns
Environment: Any forest, hill, and underground
Organization: Solitary or colony (2–5)
Challenge Rating: 4
Treasure: Standard
Alignment: Usually chaotic good
Advancement: By character class
Level Adjustment: +7
Verminoid fey-spiders of crystalline beauty, the gema are found in the Crystal Forest of Harqual, hibernating in summers and weaving its web in spring. Their furless bodies can pass for ice and snow to the distracted traveler.
Gema speak Sylvan.
Combat
Gema are nonviolent by nature and will rarely enter melee combat. More often they will use their Glamour Magic and Web abilities to hinder opponents so they can escape. Gema forced into combat will attack either by biting or using a manufactured weapon. It is rumored that gema elders will fight with powerful magical crystalline swords of incredible beauty.
Glamour Magic (Su): Gema gain the ability to use the following arcane spells once per day as a 1st-level sorcerer:
dancing lights,
mage hand, and
flare.
Immunities (Ex): Gema are immune to sleep attacks and abilities.
Reflective Carapace (Ex): A gemas shiny carapace reflects
lightning bolts, and other electrical attacks, 10% of the time back at the caster; otherwise they are merely negated. Check for reflection before rolling to overcome the creature's spell resistance.
Stability (Ex): Gema are more stable because of their multiple legs, gaining a +4 stability bonus against trip attacks.
Vitrifying Poison (Su): The victim of a successful bite must make a Fortitude save (DC 11). Failure means the victim is slowed, as per the spell cast by a 3rd-level sorcerer. Failing the second save one minute later causes the victim to start vitrifying (turning into glass).
Web (Su): Gema can attack with its web up to three times per day. This is similar to an attack with a net but has a maximum range of 35 feet, with a range increment of 5 feet, and is effective against targets of up to Large size (see the PHB for details on net attacks). The web anchors the target in place allowing no movement.
An entangled creature can escape with a successful Escape Artist check (DC 25) or break the crystalline web with a successful Strength check (DC 20). The web has a hardness of 1, 8 hit points and takes half damage from fire.
Saves: *Gema gain a +4 bonus to all saves versus mind-influencing effects and spells or spell-like effects from the Enchantment school.
Skills: **Gema receive a +4 racial bonus to Hide and Move Silently checks when in the Crystal Cairns of Harqual.
Gema Characters
A gema’s favored class is sorcerer. Gema may also become bards, clerics, druids, rogues, psions, and wizards. Gema make poor fighters but have been known to become rangers. Gema cannot be barbarians, paladins, monks, or psychic warriors.
Gema druids worship either Daghdha or Ehlonna. Gema clerics usually choose one of the following deities as their patron: Calphas, Daghdha, Damh, Ehlonna, Immotion, Kuil, and Olidammara. They may also choose any dwarf or gnome deity as their patron but cannot take the Dwarf or Gnome Domains respectively.