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The bastard children of some woebegotten thaumaturgical experiment, spideer are now a menace to the forests they inhabit. They are ruthless, vicious, and rather bright--for animals. They possess a variety of disturbing qualities and are not to be misjudged. Spideer appear as large tarantulas--extremely large, ranging from the size of a dog to larger than an elephant--but for some minor differences. Spideer are covered in a doeskin colored chitinous skin, which helps in their defense. They have cloven hooves at the end of each of their eight legs, and their spiderlike head sits atop a long neck. Male spideer grow a scorpionlike tail after reaching puberty. Spideer young and spideer adults are gender-neutral, not attaining a gender until they reach full maturity (at 8 HD, in game terms), at which point they are assigned a gender according to a hive queen's whim. If no hive queen is present, the spideer adult chooses their own gender. Most spideer who select their own gender choose to be female. Spideer hive queens reproduce by laying eggs into a host body. Spideer live in packs, like wolves do, usually following a single, more advanced spideer. True spideer hives have one alpha hive queen and one alpha hive lord, with considerable subordinate queens, lords, hunters, and warriors, with a plethora of young and adults. Unlike what most would think, spideer do not have the ability to spin webs. Instead, they are renowned leapers, and prefer surprising their opponents from dense brush. Spideer can communicate with each other using a series of clicks and chitters. They speak no other languages. ==Spideer Young== Small Aberration (Augmented Animal, Augmented Vermin)<br> '''HD''' 3d8+3 (16 HP)<br> '''Init:''' +1<br> '''Speed''' 40 ft. (8 squares); climb 20'<br> '''AC''' 14 (+1 Dex, +2 Natural, +1 size); touch 12; flat-footed 13<br> '''BAB''' +2; '''Grp''' -3<br> '''Attack''' Bite +2 melee (1d4-1 + venom); or gore +2 melee (1d8-1)<br> '''Full-Attack''' Bite +2 melee (1d4-1 + venom) and gore +2 melee (1d8-1)<br> '''Space''' 5 ft.; '''Reach''' 5 ft.<br> '''Special Attacks''' Trample, Powerful Charge<br> '''Special Qualities''' Tremorsense 30', Darkvision 60', Stability<br> '''Saves''' Fort +2; Ref +2; Will +5<br> '''Abilities''' Str 8, Dex 12, Con 13, Int 5, Wis 14, Cha 9<br> '''Skills''' Hide +6, Move Silently +6, Jump +5<br> '''Feats''' Leap of the Heavens<sup>B</sup>, Ability Focus (Venom)<sup>1</sup>, Stealthy<sup>3</sup><br> '''Environment''' Heavy forest<br> '''Organization''' Solitary, Pair, Clutch (2d4-1), Nest (3d4-1), or Swarm (6d6)<br> '''Challenge Rating''' 1<br> '''Treasure''' Standard<br> '''Alignment''' Always Chaotic Neutral<br> '''Advancement''' 3-4 HD (Young), 5-7 HD (Adult), 8-10 (Warrior), 9+ (Hive Lord); ''or'' 3-4 HD (Young), 5-7 HD (Adult), 8-10 HD (Hunter), 9+ (Hive Queen)<br> '''Level Adjustment''' - '''Skills:''' Young spideer receive a +6 racial bonus to Jump. '''Venom (Ex):''' A young spideer's bite contains a mild venom. Opponents bit by a spideer must succeed on a DC 14 Fortitude save or be dazed for 1 round. The save DC is Constitution-based. '''Trample (Ex):''' A young spideer can trample opponents smaller than itself during a charge or overrun attack. This effect deals 1d6-1 points of damage, and may be evaded by a DC 12 Reflex save. The save DC is Dexterity-based. '''Powerful Charge (Ex):''' If a young spideer charges an opponent and attacks with its antlers after the charge, it deals double damage. '''Stability (Ex):''' Due to their eight legs, young spideer receive a +4 racial bonus to resist bull rushes, overruns, and trip attempts. Spideer young are impulsive and not very bright. That doesn't stop them from being vicious, particularly in numbers. They will, however, obey the commands of any more advanced spideer. ==Spideer Adult== Medium Aberration (Augmented Animal, Augmented Vermin)<br> '''HD''' 5d8+15 (37 HP)<br> '''Init:''' +2<br> '''Speed''' 45 ft. (9 squares); climb 30'<br> '''AC''' 16 (+2 Dex, +4 Natural); touch 12; flat-footed 14<br> '''BAB''' +3; '''Grp''' +4<br> '''Attack''' Bite +4 melee (1d6+1 + venom); or gore +4 melee (1d12+1)<br> '''Full-Attack''' Bite +4 melee (1d6+1 + venom) and gore +4 melee (1d12+1)<br> '''Space''' 5 ft.; '''Reach''' 5 ft.<br> '''Special Attacks''' Trample, Powerful Charge<br> '''Special Qualities''' Tremorsense 40', Darkvision 60', Stability<br> '''Saves''' Fort +5; Ref +2; Will +5<br> '''Abilities''' Str 12, Dex 14, Con 16, Int 5, Wis 16, Cha 9<br> '''Skills''' Hide +8, Move Silently +8, Jump +11<br> '''Feats''' Leap of the Heavens<sup>B</sup>, Ability Focus (Venom)<sup>1</sup>, Stealthy<sup>3</sup><br> '''Environment''' Heavy forest<br> '''Organization''' Solitary, Pair, Clutch (2d4-1), Nest (3d4-1), or Swarm (6d6)<br> '''Challenge Rating''' 3<br> '''Treasure''' Standard<br> '''Alignment''' Always Chaotic Neutral<br> '''Advancement''' 5-7 HD (Adult), 8-10 (Warrior), 9+ (Hive Lord); ''or'' 5-7 HD (Adult), 8-10 HD (Hunter), 9+ (Hive Queen)<br> '''Level Adjustment''' - '''Skills:''' Spideer receive a +10 racial bonus to Jump. '''Venom (Ex)''' A spideer's bite contains a mild venom. Opponents bit by a spideer must succeed on a DC 18 Fortitude save or be dazed for 1d4+1 rounds. The save DC is Constitution-based. '''Trample (Ex):''' A spideer can trample opponents smaller than itself during a charge or overrun attack. This effect deals 1d8+1 points of damage, and may be evaded by a DC 15 Reflex save. The save DC is Dexterity-based. '''Powerful Charge (Ex):''' If a spideer charges an opponent and attacks with its antlers after the charge, it deals double damage. '''Stability (Ex):''' Due to their eight legs, spideer receive a +4 racial bonus to resist bull rushes, overruns, and trip attempts. Spideer adults are not really adults, but are on the cusp of full maturity. They are more dangerous than spideer young, but are nowhere near the fearsome power of spideer hive queens or hive lords. They travel in packs, usually led by a single spideer warrior. ==Spideer Warrior== Large Aberration (Augmented Animal, Augmented Vermin)<br> '''HD''' 8d8+32 (68 HP)<br> '''Init:''' +4<br> '''Speed''' 55 ft. (11 squares); climb 40'<br> '''AC''' 18 (+4 Dex, +5 Natural, -1 Size); touch 13; flat-footed 14<br> '''BAB''' +6; '''Grp''' +17<br> '''Attack''' Bite +9 melee (1d10+3 + venom); or gore +9 melee (2d8+3); or stinger +9 melee (1d8+3 + venom)<br> '''Full-Attack''' Bite +9 melee (1d10+3 + venom) and gore +9 melee (2d8+3) and stinger +9 melee (1d8+3 + venom)<br> '''Space''' 10 ft.; '''Reach''' 10 ft.<br> '''Special Attacks''' Trample, Powerful Charge, Leaping Charge, Constrict<br> '''Special Qualities''' Tremorsense 50', Darkvision 60', Stability<br> '''Saves''' Fort +6; Ref +6; Will +9<br> '''Abilities''' Str 16, Dex 18, Con 18, Int 5, Wis 16, Cha 9<br> '''Skills''' Hide +11, Move Silently +11, Jump +18<br> '''Feats''' Leap of the Heavens<sup>B</sup>, Ability Focus (Venom)<sup>1</sup>, Improved Grapple<sup>3</sup>, Combat Reflexes<sup>6</sup><br> '''Environment''' Heavy forest<br> '''Organization''' Solitary, Pair, Pack (2d4-1), Great Pack (3d4-1), or Swarm (6d6)<br> '''Challenge Rating''' 6<br> '''Treasure''' Standard<br> '''Alignment''' Always Chaotic Neutral<br> '''Advancement''' 8-10 (Warrior), 9+ (Hive Lord)<br> '''Level Adjustment''' - '''Skills:''' Spideer warriors receive a +15 racial bonus to Jump. '''Venom (Ex):''' A spideer warrior's bite and sting contains a potent venom. Opponents bit or stung by a spideer warrior must succeed on a DC 20 Fortitude save or be dealt 1d4+1 Constitution damage. The save DC is Constitution-based. '''Trample (Ex):''' A spideer warrior can trample opponents smaller than itself during a charge or overrun attack. This effect deals 1d12+3 points of damage, and may be evaded by a DC 18 Reflex save. The save DC is Dexterity-based. '''Powerful Charge (Ex):''' If a spideer warrior charges an opponent and attacks with its antlers after the charge, it deals double damage. '''Stability (Ex):''' Due to their eight legs, spideer warriors receive a +4 racial bonus to resist bull rushes, overruns, and trip attempts. '''Leaping Charge (Ex):''' Spideer warriors can charge while leaping. A successfull Jump check versus the target's AC lets them leap onto their target, while a failure puts them in a square next to their target. A success prevents attacks of opportunity for the course of the charge, and grants an additional +4 on both attack and damage rolls for the effects of the charge and allows for the spideer warrior to make a full-attack at the end of the charge. A failure prevents all forms of attack from the warrior and provokes an attack of opportunity. '''Constrict (Ex):''' Spideer warriors automatically deal bite and sting damage on a successful grapple check. Spideer warriors are the male versions of adult spideer. They are built to fight and not much else. They increase in size and in physical strength much more quickly than spideer hunters and tend to travel in packs. Further, spideer warriors grow a scorpionlike tail which they carry for the rest of their lives. ==Spideer Hunter== Medium Aberration (Augmented Animal, Augmented Vermin)<br> '''HD''' 8d8+32 (68 HP)<br> '''Init:''' +10<br> '''Speed''' 60 ft. (12 squares); climb 60'<br> '''AC''' 24 (+10 Dex, +4 Natural); touch 20; flat-footed 14<br> '''BAB''' +6; '''Grp''' +9<br> '''Attack''' Bite +9 melee (1d6+3 + venom); or gore +9 melee (1d12+3); or spit +16 ranged (1d6 + 1d6 acid + blinding)<br> '''Full-Attack''' Bite +9 melee (1d6+3 + venom) and gore +9 melee (1d12+3); or spit +16/+11 ranged (1d6 + 1d6 acid + blinding); or spit +14/+14/+9 ranged with Rapid Shot (1d6 + 1d6 acid + blinding)<br> '''Space''' 5 ft.; '''Reach''' 5 ft.<br> '''Special Attacks''' Blinding Spittle<br> '''Special Qualities''' Tremorsense 60', Darkvision 120', Stability<br> '''Saves''' Fort +6; Ref +12; Will +12<br> '''Abilities''' Str 16, Dex 30, Con 18, Int 5, Wis 22, Cha 9<br> '''Skills''' Hide +29, Move Silently +29, Jump +21<br> '''Feats''' Leap of the Heavens<sup>B</sup>, Ability Focus (Venom)<sup>1</sup>, Rapid Shot<sup>3</sup>, Abilty Focus (Blinding Spittle)<sup>6</sup><br> '''Environment''' Heavy forest<br> '''Organization''' Solitary, Pair, Clutch (2d4-1), Nest (3d4-1), or Swarm (6d6)<br> '''Challenge Rating''' 8<br> '''Treasure''' Standard<br> '''Alignment''' Always Chaotic Neutral<br> '''Advancement''' 8-10 HD (Hunter), 9+ (Hive Queen)<br> '''Level Adjustment''' - '''Skills:''' Spideer hunters receive a +15 racial bonus to Jump, Hide, and Move Silently. '''Venom (Ex):''' A spideer hunter's bite contains a potent venom. Opponents bit by a spideer hunter must succeed on a DC 20 Fortitude save or take 1d3 Constitution damage. The save DC is Constitution-based. '''Blinding Spittle (Ex):''' A spideer hunter reflexively aims for the eyes of its opponents, attempting to blind them with its acidic spittle. Any creature struck by a spideer hunter's spittle must succeed on a DC 26 Reflex save or be blinded for 1d3+1 rounds. The save DC is Dexterity-based. '''Stability (Ex):''' Due to their eight legs, spideer receive a +4 racial bonus to resist bull rushes, overruns, and trip attempts. Spideer hunters are the female versions of adult spideer. Unlike the warlike spideer warriors, whose primary purpose is to maintain territory, spideer hunters are responsible for feeding other spideer by acquiring food. To this end, they have a number of ways to disable and kill their opponents, including blinding them with their acidic spittle. ==Spideer Hive Lord== Huge Aberration (Augmented Animal, Augmented Vermin)<br> '''HD''' 15d8+150 (217 HP)<br> '''Init:''' +7<br> '''Speed''' 50 ft. (10 squares); climb 40'<br> '''AC''' 24 (+3 Dex, +13 Natural, -2 Size); touch 11; flat-footed 16<br> '''BAB''' +11; '''Grp''' +26<br> '''Attack''' Bite +18 melee (2d10+7 + venom); or gore +18 melee (3d8+7); or stinger +18 melee (3d6+7 + venom)<br> '''Full-Attack''' Bite +18 melee (2d10+7 + venom) and gore +18 melee (3d8+7) and stinger +18 melee (3d6+7 + venom)<br> '''Space''' 15 ft.; '''Reach''' 15 ft.<br> '''Special Attacks''' Trample, Powerful Charge, Leaping Charge, Constrict, Awesome Blow, Power Attack<br> '''Special Qualities''' Tremorsense 100', Darkvision 60', Stability, Spell Resistance 23, Fearsome Presence, Acid Resist 10<br> '''Saves''' Fort +15; Ref +8; Will +12<br> '''Abilities''' Str 24, Dex 16, Con 30, Int 9, Wis 16, Cha 14<br> '''Skills''' <br> '''Feats''' Leap of the Heavens<sup>B</sup>, Ability Focus (Venom)<sup>1</sup>, Improved Grapple<sup>3</sup>, Combat Reflexes<sup>6</sup>, Awesome Blow<sup>9</sup>, Improved Initiative<sup>12</sup>, Power Attack<sup>15</sup><br> '''Environment''' Heavy forest<br> '''Organization''' Solitary, Pair, Clutch (2d4-1), Nest (3d4-1), or Swarm (6d6)<br> '''Challenge Rating''' 10<br> '''Treasure''' Standard<br> '''Alignment''' Always Chaotic Neutral<br> '''Advancement''' 9+ (Hive Lord)<br> '''Level Adjustment''' - '''Skills:''' Spideer hive lords receive a +20 racial bonus to Jump. '''Venom (Ex):''' A spideer hive lord's bite and sting contains a potent venom. Opponents bit or stung by a spideer hive lord must succeed on a DC 30 Fortitude save or be dealt 2d4 Constitution damage. The save DC is Constitution-based. '''Trample (Ex):''' A spideer hive lord can trample opponents smaller than itself during a charge or overrun attack. This effect deals 3d8+7 points of damage, and may be evaded by a DC 20 Reflex save. The save DC is Dexterity-based. '''Powerful Charge (Ex):''' If a spideer hive lord charges an opponent and attacks with its antlers after the charge, it deals double damage. '''Stability (Ex):''' Due to their eight legs, spideer hive lords receive a +4 racial bonus to resist bull rushes, overruns, and trip attempts. '''Leaping Charge (Ex):''' Spideer hive lords can charge while leaping. A successfull Jump check versus the target's AC lets them leap onto their target, while a failure puts them in a square next to their target. A success prevents attacks of opportunity for the course of the charge, and grants an additional +4 on both attack and damage rolls for the effects of the charge and allows for the spideer hive lord to make a full-attack at the end of the charge. A failure prevents all forms of attack from the hive lord and provokes an attack of opportunity. '''Constrict (Ex):''' Spideer hive lords automatically deal bite and sting damage on a successful grapple check. '''Fearsome Presence (Su):''' Spideer hive lords radiate a palpable aura of fear. Any opponent within 45' at the start of the spideer hive lord's turn must succeed on a Will save versus DC 20 or become shaken. Exceptional spideer warriors become spideer hive lords, increasing in size, strength, and physical prowess immensely. Spideer hive lords prefer stinging with their tails in conjunction with awesome blow, then following with leaping charges. They find this an effective tactic against martial opponents and an even more effective tactic against simple prey. ==Spideer Hive Queen== Medium Aberration (Augmented Animal, Augmented Vermin)<br> '''HD''' 15d8+90 (315 HP)<br> '''Init:''' +12<br> '''Speed''' 60 ft. (12 squares); climb 60'<br> '''AC''' 28 (+12 Dex, +6 Natural); touch 22; flat-footed 16<br> '''BAB''' +11; '''Grp''' +16<br> '''Attack''' Bite +16 melee (1d6+5 + venom); or gore +16 melee (1d12+5); or spit +23 ranged (2d6 + 2d6 acid + blinding)<br> '''Full-Attack''' Bite +16 melee (1d6+5 + venom) and gore +16 melee (1d12+5); or spit +23/+18/+13 ranged (2d6 + 2d6 acid + blinding); or spit +21/+21/+16/+11 ranged with Rapid Shot (2d6 + 2d6 acid + blinding); or spit +19/+19/+19 with Greater Manyshot (2d6 + 2d6 acid + blinding; up to three targets) <br> '''Space''' 5 ft.; '''Reach''' 5 ft.<br> '''Special Attacks''' Blinding Spittle, Manyshot, Greater Manyshot, Sneak Attack +2d6, Impregnate<br> '''Special Qualities''' Tremorsense 60', Darkvision 120', Stability, Spell Resistance 23, Immune (Acid)<br> '''Saves''' Fort +6; Ref +12; Will +12<br> '''Abilities''' Str 20, Dex 34, Con 22, Int 8, Wis 24, Cha 12<br> '''Skills''' Hide +38, Move Silently +38, Jump +26<br> '''Feats''' Leap of the Heavens<sup>B</sup>, Ability Focus (Venom)<sup>1</sup>, Rapid Shot<sup>3</sup>, Abilty Focus (Blinding Spittle)<sup>6</sup>, Point Blank Shot<sup>9</sup>, Manyshot<sup>12</sup>, Greater Manyshot<sup>15</sup><br> '''Environment''' Heavy forest<br> '''Organization''' Solitary, Pair, Clutch (2d4-1), Nest (3d4-1), or Swarm (6d6)<br> '''Challenge Rating''' 16<br> '''Treasure''' Standard<br> '''Alignment''' Always Chaotic Neutral<br> '''Advancement''' 9+ (Hive Queen)<br> '''Level Adjustment''' - '''Skills:''' Spideer hunters receive a +15 racial bonus to Jump, and a +20 racial bonus to Hide and Move Silently. '''Venom (Ex):''' A spideer hive queen's bite contains a potent venom. Opponents bit by a spideer hive queen must succeed on a DC 26 Fortitude save or take 1d4 Constitution damage. The save DC is Constitution-based. '''Blinding Spittle (Ex):''' A spideer hive queen reflexively aims for the eyes of her opponents, attempting to blind them with her acidic spittle. Any creature struck by a spideer hive queen's spittle must succeed on a DC 32 Reflex save or be blinded for 1d4+1 rounds. The save DC is Dexterity-based. '''Impregnate (Ex):''' A spideer hive queen who succeeds on a bite attack can choose to force a target of Small size or larger to suffer a Fortitude save (DC 23; Strength-based) or become impregnated with a fertilized egg. This egg will hatch in 2d4 days, slaying the target instantly and spawning a young spideer. Alternatively, a spideer hive queen can use this on a Small-sized or larger corpse, impregnating the target without a save. Most hive queens prefer this method. '''Stability (Ex):''' Due to their eight legs, spideer receive a +4 racial bonus to resist bull rushes, overruns, and trip attempts. Spideer hive queens are exceptional spideer hunters. Unlike hive lords, hive queens do not increase in size, but augment a number of their abilities considerably. Without hive queens, spideer would die out quickly, since they would no longer have any reproductive abilities. [[category:Creatures]][[category:Aberrations]]
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