- 6 HD
- AC as chain (14)
- Morale 13
- 3 in 6 chance to surprise (by creeping up behind)
- Ability to shoot webs. Entangles if a save is failed, fires once every three rounds. You can escape webs by having a Strength of +3 and better or by cutting yourself out with a knife.
- Bite attack that deals 1d6 damage with a save vs poison or die venom.
- Alignment of Evil
[1]
Big Eyed (Can speak
simple words) Two huge eyes dominate its face.
[2]
Ghostly (Phasing thru
its own webbings) Slightly transparent, wispy visions of death.
[3] Squat
(Fast) This spider charges down its prey, rarely needing its webs at
all.
[4]
Fat Abdomen (Webs
paralyze w/ 1 in 6 chance) Fires its webs with great speed and
accuracy.
[5]
Pregnant (Births 2d6
Giant Spiders when first hit, +3 morale) It has tied eggs to its back
with webs and will fight to defend its young. After 1 exploration
turn its motherly instincts will fade away.
[6]
Hairy (Gains hair
cloud attack- kicks up hairs that prevent spellcasting) Tarantula
like; the spider's fur is filled with irritating barbs. If killed and
skinned, the hair could be sold for 800c
Legs –
Roll 1d4
[1]
Huge (Can Jump 35 ft)
Its forelegs are gigantic and well developed.
[2]
Clawed (Gains claw
attack at 1d4) The claws on its feet are large and cruelly hooked.
[3]
Spindly (Ignores slow
and hold
spells) It can walk as though on stilts.
[4]
Armored (+2 AC) Its
legs have bony plates like a crab. It raises them to its face as
bulwark.
Color
– Roll 1d6
[1]
Earth-Tone (+1 HD)
This spider almost looks like a natural creature.
[2]
White (Stealthy; +1
in 6 chance to surprise) Its body is ghostly, totally silent.
[3]
Scintillating (Spider
reflects first spell) Its body shines depending on how the light hits
it.
[4]
Gray (+1 morale) This
spider is old, injures along the legs it almost lost.
[5] Green
(Frog Minion) This spider keeps a tiny frog which keeps it free of
parasites. The frog is a Green
Spider-Frog
(2+2 HD, AC as leather, 1d6 leap attack, croak on death alerts
spider)
[6]
Black (Deadly Poison,
Add “Very”
to front of Alignment) This spider's bite gives a saving throw
inflicts enough damage to drop the victim to 1 Hit Point on success.
On failure is still death.
Webs –
Roll 1d10
[1]
Round Web (Change
alignment to “Neutral”) The archetypal web, and archetypal
spider. Only cares about its next meal, only attacks those that
attack it or what falls in its web.
[2]
Funnel Web (Hazard)
Covers the walls, floors, and ceiling of an area leading to an
entrance
[3]
Trapdoor (+2 in 6
chance to surprise) Leaps out from a trapdoor; held together by
strand.
[4]
Airbubble (Aquatic
for up to 2 turns) Spins a net to trap air; can dive to great depths.
[5]
Drawcord (Can
leap/fall and retract) Ambushes or drops down; loves to single out
prey.
[6]
Net (Web ability has
-2 to victim save) Throws web nets with its webbing.
[7] Tangle
(Hazard) Spider lays down lines of web during combat, seemingly at
random. Party members attempting to flank the spider have a 1 in 6
chance of accidentally tripping over a web.
[8]
Projectile (Gains web
flail attack, deals 1d6 damage) This spider connects a strand of its
web to a stone and twirls it around with its ass to smash it into
people like a long flail.
[9]
Supernatural (Curse)
This spider's web contains many hunched over figures of wrapped up
prey. Once per day, it can cast a Curse
of Weakness which
reduces the victim's strength modifier by negative 2d6. Drops target to a minimum of 1 Strength. This lasts
for up to three exploration rounds.
[10]
Communal (+1 HD, 1 in
6 chance to attract a Giant
Spider
upon combat) This spider's web is too big and sprawling for even
itself. Tiny spiders, fist sized spiders, and giant spiders all pitch
in. The Giant Evil Spider is clearly the alpha of this group.
[1]
Several dozen gold coins, woven into the web at regular intervals;
it's art.
[2]
Dead dwarf corpse, still clutching a handful of uncut gems.
[3]
Silvered Breastplate. Adds +5 AC, or treat AC as plate.
[4]
The web itself. This could be spun into silk; 100 coins worth per 1
armful of sticky web.
[5]
The still living Princess, wrapped up for supper. Return her to her
father to get one single “get out of jail free card” in this
kingdom and a thank-you cake with 1000c worth of real gold utensils.
[6]
Chest suspended 50ft in the air. If cut down it breaks open with a
huge crash and draws in a wandering monster. The chest contains
2d6x100 silver coins.
[7]
The Hat of Legerdemain. Any one item, that can fit in your palm,
placed in this hat cannot be found by anyone but yourself.
Additionally; treat your Rogue level as one higher.
[8]
The Magical Sword that will defeat The Dark Lord.
What
is this Giant Evil Spider's favorite prey and why? –
Roll 1d10
[1]
Humans
& Elves. Easy.
[2]
Orcs. Juicy.
[3]
Dwarves. Gets it drunk.
[4]
Cave bats. Common.
[5]
Wizards. Replenishes magical reserves.
[6]
Great heroes and villains. Only eats once a century; sustained by
liquefied experience points.
[7]
Snakes. Proves that 8 legs are better then none.
[8]
Goblins & Trolls. Once you catch one, more come.
[9]
Dragons. Natural predator.
[10]
Other spiders. Less competition for mates.
What
is this Giant Evil Spider's Name?
- Roll 2d8
#
|
1st Roll
|
2nd Roll
|
1
|
She-
|
-lob
|
2
|
Ungol-
|
-iant
|
3
|
Xen-
|
-katu
|
4
|
Esp-
|
-cor
|
5
|
Yut-
|
-ly
|
6
|
Vont-
|
-esk
|
7
|
Grim S-
|
-moresca
|
8
|
[Color] Yo-
|
-r the Death
|
Man, every monster in the monster manual should have such a fun, thorough treatment. It'd keep the players on their toes way more if monster modularity was the norm.
ReplyDeleteYou know, I never really thought of it that way. I like this idea.
DeleteImmensely useful, amazingly evocative. Thank you!
ReplyDelete