Dungeons and Dragons Monstrous Spider 3.5 PBP RPG

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Monstrous Spider

Monstrous Spider, Tiny

Monstrous Spider, Small

Monstrous Spider, Medium

Tiny Vermin

Small Vermin

Medium Vermin

Hit Dice:

1/2 d8 (2 hp)

1d8 (4 hp)

2d8+2 (11 hp)

Initiative:

+3

+3

+3

Speed:

20 ft. (4 squares), climb 10 ft.

30 ft. (6 squares), climb 20 ft.

30 ft. (6 squares), climb 20 ft.

Armor Class:

15 (+2 size, +3 Dex), touch 15, flat-footed 12

14 (+1 size, +3 Dex), touch 14, flat-footed 11

14 (+3 Dex, +1 natural), touch 13, flat-footed 11

Base Attack/Grapple:

+0/-12

+0/-6

+1/+1

Attack:

Bite +5 melee (1d3-4 plus poison)

Bite +4 melee (1d4-2 plus poison)

Bite +4 melee (1d6 plus poison)

Full Attack:

Bite +5 melee (1d3-4 plus poison)

Bite +4 melee (1d4-2 plus poison)

Bite +4 melee (1d6 plus poison)

Space/Reach:

2-1/2 ft./0 ft.

5 ft./5 ft.

5 ft./5 ft.

Special Attacks:

Poison, web

Poison, web

Poison, web

Special Qualities:

Darkvision 60 ft., tremorsense 60 ft., vermin traits

Darkvision 60 ft., tremorsense 60 ft., vermin traits

Darkvision 60 ft., tremorsense 60 ft., vermin traits

Saves:

Fort +2, Ref +3, Will +0

Fort +2, Ref +3, Will +0

Fort +4, Ref +3, Will +0

Abilities:

Str 3, Dex 17, Con 10, Int -, Wis 10, Cha 2

Str 7, Dex 17, Con 10, Int -, Wis 10, Cha 2

Str 11, Dex 17, Con 12, Int -, Wis 10, Cha 2

Skills:

Climb +11, Hide +15*, Jump -4*, Spot +4*

Climb +11, Hide +11*, Jump -2*, Spot +4*

Climb +11, Hide +7*, Jump +0*, Spot +4*

Feats:

Weapon Finesse B

Weapon Finesse B

Weapon Finesse B

Environment:

Temperate forests

Temperate forests

Temperate forests

Organization:

Colony (8-16)

Colony (2-5) or swarm (6-11)

Solitary or colony (2-5)

Challenge Rating:

1/4

1/2

1

Treasure:

None

None

1/10 coins; 50% goods; 50% items

Advancement:

-

-

3 HD (Medium)

Level Adjustment:

-

-

-

Monstrous Spider, Large

Monstrous Spider, Huge

Large Vermin

Huge Vermin

Hit Dice:

4d8+4 (22 hp)

8d8+16 (52 hp)

Initiative:

+3

+3

Speed:

30 ft. (6 squares), climb 20 ft.

30 ft. (6 squares), climb 20 ft.

Armor Class:

14 (-1 size, +3 Dex, +2 natural), touch 12, flat-footed 11

16 (-2 size, +3 Dex, +5 natural), touch 11, flat-footed 13

Base Attack/Grapple:

+3/+9

+6/+18

Attack:

Bite +4 melee (1d8+3 plus poison)

Bite +9 melee (2d6+6 plus poison)

Full Attack:

Bite +4 melee (1d8+3 plus poison)

Bite +9 melee (2d6+6 plus poison)

Space/Reach:

10 ft./5 ft.

15 ft./10 ft.

Special Attacks:

Poison, web

Poison, web

Special Qualities:

Darkvision 60 ft., tremorsense 60 ft., vermin traits

Darkvision 60 ft., tremorsense 60 ft., vermin traits

Saves:

Fort +5, Ref +4, Will +1

Fort +8, Ref +5, Will +2

Abilities:

Str 15, Dex 17, Con 12, Int -, Wis 10, Cha 2

Str 19, Dex 17, Con 14, Int -, Wis 10, Cha 2

Skills:

Climb +11, Hide +3*, Jump +2*, Spot +4*

Climb +12, Hide -1*, Jump +4*, Spot +4*

Feats:

-

-

Environment:

Temperate forests

Temperate forests

Organization:

Solitary or colony (2-5)

Solitary or colony (2-5)

Challenge Rating:

2

5

Treasure:

1/10 coins; 50% goods; 50% items

1/10 coins; 50% goods; 50% items

Advancement:

5-7 HD (Large)

9-15 HD (Huge)

Level Adjustment:

-

-

Monstrous Spider, Gargantuan

Monstrous Spider, Colossal

Gargantuan Vermin

Colossal Vermin

Hit Dice:

16d8+32 (104 hp)

32d8+64 (208 hp)

Initiative:

+3

+2

Speed:

30 ft. (6 squares), climb 20 ft.

30 ft. (6 squares), climb 20 ft.

Armor Class:

19 (-4 size, +3 Dex, +10 natural), touch 9, flat-footed 16

22 (-8 size, +2 Dex, +18 natural), touch 4, flat-footed 20

Base Attack/Grapple:

+12/+31

+24/+50

Attack:

Bite +15 melee (2d8+10 plus poison)

Bite +26 melee (4d6+15 plus poison)

Full Attack:

Bite +15 melee (2d8+10 plus poison)

Bite +26 melee (4d6+15 plus poison)

Space/Reach:

20 ft./15 ft.

40 ft./30 ft.

Special Attacks:

Poison, web

Poison, web

Special Qualities:

Darkvision 60 ft., tremorsense 60 ft., vermin traits

Darkvision 60 ft., tremorsense 60 ft., vermin traits

Saves:

Fort +12, Ref +8, Will +5

Fort +20, Ref +12, Will +10

Abilities:

Str 25, Dex 17, Con 14, Int -, Wis 10, Cha 2

Str 31, Dex 15, Con 14, Int -, Wis 10, Cha 2

Skills:

Climb +14, Hide -5*, Jump +7*, Spot +4*

Climb +16, Hide -10*, Jump +10*, Spot +7*

Feats:

-

-

Environment:

Temperate forests

Temperate forests

Organization:

Solitary

Solitary

Challenge Rating:

8

11

Treasure:

1/10 coins; 50% goods; 50% items

1/10 coins; 50% goods; 50% items

Advancement:

17-31 HD (Gargantuan)

33-60 HD (Colossal)

Level Adjustment:

-

-

All monstrous spiders are aggressive predators that use their poisonous bites to subdue or kill prey.

Monstrous spiders come in two general types: hunters and web-spinners. Hunters rove about, while web-spinners usually attempt to trap prey. Hunting spiders can spin webs to use as lairs, but cannot use their webs as weapons the way web-spinners can. A hunting spider has a base land speed 10 feet faster than the figures given in the statistics blocks.

Poison (Ex): A monstrous spider has a poisonous bite. The details vary by the spider's size, as shown on the table below. The save DCs are Constitution-based. The indicated damage is initial and secondary damage.

Size

Fort DC

Damage

Size

Fort DC

Damage

Tiny

10

1d2 Str

Huge

16

1d8 Str

Small

10

1d3 Str

Gargantuan

20

2d6 Str

Medium

12

1d4 Str

Colossal

28

2d8 Str

Large

13

1d6 Str

Web (Ex): Both types of monstrous spiders often wait in their webs or in trees, 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. Web-spinners can throw a web eight 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 one size category larger than the spider. An entangled creature can escape with a successful Escape Artist check or burst it with a Strength check. Both are standard actions whose DCs are given in the table below. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus.

Web-spinners often create sheets of sticky webbing from 5 to 60 feet square, depending on the size of the spider. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. 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 the hit points given on the table, and sheet webs have damage reduction 5/-.

A monstrous spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.

Size

Escape Artist DC

Break DC

Hit Points

Tiny

10

14

2

Small

10

14

4

Medium

12

16

6

Large

13

17

12

Huge

16

20

14

Gargantuan

20

24

16

Colossal

28

32

18

Tremorsense (Ex): A monstrous spider can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with the spider's webs.

Skills: Monstrous spiders have a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. A monstrous spider can always choose to take 10 on Climb checks, even if rushed or threatened. Monstrous spiders use either their Strength or Dexterity modifier for Climb checks, whichever is higher. *Hunting spiders have a +10 racial bonus on Jump checks and a +8 racial bonus on Spot checks. Web-spinning spiders have a +8 racial bonus on Hide and Move Silently checks when using their webs.


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Metagaming can always be an issue, but if the Dungeon Master needs them to be uninformed, then he would have to play them separate. Makes for longer games, but it cn be necessary.

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