Dungeons and Dragons Phase Spider 3.5 PBP RPG

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Phase Spider

Phase Spider

Large Magical Beast

Hit Dice:

5d10+15 (42 hp)

Initiative:

+7

Speed:

40 ft. (8 squares), climb 20 ft.

Armor Class:

15 (-1 size, +3 Dex, +3 natural), touch 12, flat-footed 12

Base Attack/Grapple:

+5/+12

Attack:

Bite +7 melee (1d6+4 plus poison)

Full Attack:

Bite +7 melee (1d6+4 plus poison)

Space/Reach:

10 ft./5 ft.

Special Attacks:

Poison

Special Qualities:

Darkvision 60 ft., ethereal jaunt, low-light vision

Saves:

Fort +7, Ref +7, Will +2

Abilities:

Str 17, Dex 17, Con 16, Int 7, Wis 13, Cha 10

Skills:

Climb +11, Move Silently +11, Spot +4

Feats:

Ability Focus (poison), Improved Initiative

Environment:

Warm hills

Organization:

Solitary or cluster (2-5)

Challenge Rating:

5

Treasure:

None

Alignment:

Always neutral

Advancement:

6-8 HD (Large); 9-15 HD (Huge)

Level Adjustment:

-

Phase spiders are aggressive predators that can move quickly from the Ethereal Plane to attack opponents on the Material Plane.

A typical phase spider's body is 8 feet long. It weighs about 700 pounds.

Phase spiders cannot speak.

Combat

Phase spiders dwell and hunt on the Material Plane. Once a spider locates prey, however, it shifts to the Ethereal Plane to attack, attempting to catch its victim flat-footed. The spider shifts in, bites its victim, and retreats quickly back to the Ethereal Plane.

Ethereal Jaunt (Su): A phase spider can shift from the Ethereal Plane to the Material Plane as a free action, and shift back again as a move action (or during a move action). The ability is otherwise identical with ethereal jaunt (caster level 15th).

Poison (Ex): Injury, Fortitude DC 17, initial and secondary damage 1d8 Con. The save DC is Constitution-based.

Skills: A phase spider has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.


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Seeing the stragglers flee, Perry sheathes his blade and let's loose two sets of crackling purple beams of energy towards the backs of the runners.

--

When Velon asks him how to deal with the maze, Perry blinks a couple of times and looks at the height of hedges, "I mean, I could just fly up enough to see which way to go then drop back down and tell you guys which way to go. No need for any magic or mental connections blocked by anti magic fields for that. Just plain old flying with wings. Is that too simple?" Perry asks.

Specific Action: Eldritch blasts on the runners. Two rounds worth. Then flying up to see the layout as the group navigates through the maze to tell them which way to go.

Out of Character: Only doing two rounds of actions for the stragglers. Daishain, let me know if the flying up to see the maze layout works for Perry or if you want him to make any rolls to do this. It seems as though he could just fly up and see which way to go. Unlike Amabalis and the other birds/familiars he doesn't need magical links to communicate to the others.

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