Awakened Monstrous Spider HD:d12
Level | BAB | Fort | Ref | Will | Feature |
1 | +1 | +2 | +2 | +0 | Monstrous Spider Body, Poison, Predator Type, Spider Silk, Home Web, Tremorsense, Dex +2 |
2 | +2 | +3 | +3 | +0 | Growth, Str +1, Dex +1 |
3 | +3 | +3 | +3 | +1 | Advanced Arachnid, Str+1, Dex +1 |
4 | +4 | +4 | +4 | +1 | Advanced Arachnid , Str+1, Dex +1 |
5 | +5 | +4 | +4 | +1 | Growth, The Spider and the Fly, Str +1, Con+1 |
6 | +6 | +5 | +5 | +2 | Expert Arachnid, Str +1, Dex+1 |
7 | +7 | +5 | +5 | +2 | Expert Arachnid, Str +1, Con +1 |
8 | +8 | +6 | +6 | +2 | Growth, Will you walk into my parlour? Str +1, Con +1 |
9 | +9 | +6 | +6 | +3 | Master Arachnid, Str+1, Dex+1 |
10 | +10 | +7 | +7 | +3 | Master Arachnid, Str+1, Con+1, |
11 | +11 | +7 | +7 | +3 | Growth, And if you like to rest awhile, I'll snugly tuck you in! Str+1, Con+1 |
Skills: 4+int modifier per level, quadruple at first level. Class skills are Climb, Hide, Intimidate, Jump, Listen, Knowledge(nature), Move Silently Spot, Survival.
Proficiencies: Its own natural weapons.
Features:
Monstrous Spider Body: The Monstrous Spider loses all other racial traits and bonuses and gains vermin traits (Basically immunity to mind affecting effects and darkvision 60 feet) except that it retains an Int score. It is a medium sized vermin with a base speed of 30 feet and a climb speed of 20 feet. It has one natural Bite attacks dealing 1d6+1,5 Str mod damage.
It does not have limbs capable of fine manipulation.
It also gains a natural armor bonus equal to its Con modifier. Whenever it grows a size category, increase its Natural Armor bonus by 1. All of its abilities are Extraordinary abilities, even those that replicate spells.
Poison: A monstrous spider's bite inflicts a poison that deals 1d4 Str damage as primary and secondary damage, Fort save with DC 10+1/2 HD+Con mod negates. At 3 HD, and every 3 HD thereafter, both damages increase one size category. At 10 HD, the poison can affect creatures normally immune to it, but they gain a +5 bonus on their saves.
Predator Type: At first level the Monstrous spider must pick one of the following options, which will affect several of the abilities it gains during its life
Hunter- You actively hunt your prey, chasing them in the open. A Hunter Monstrous Spider has its base speed increased by 10 and gains a racial bonus on Jump and Spot checks equal to its Monstrous Spider level plus half other levels.
Web-Spinner- You specialize in using your silk as a weapon, laying in ambush in your web and waiting for your prey to get itself imobilized before striking the final blow. Web-spinners gain a racial bonus on Hide and Move silently checks while on their own webs equal to their Monstrous Spider level plus half other levels, and can throw a Web as a standard action a number of times per day equal to 3+1/2 HD. This is similar to an attack with a net, (including a trailing rope of silk up to its maximum range, that doesn't cost Spider Silk) 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, for both actions the DCs are DC 10+HD+Con mod and takes a standard action per try. Any creature trying to use spells, SLAs, psionics or similar while in this web must suceed on a Concentration check with DC 10+HD+Con mod or fail. This web has 5 HP per HD, but any amount of fire damage instantly burns it, dealing 1d6 fire damage to any creatures trapped by it. It cannot be used again once removed from the target one way or the other.
Predator Skills: All 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.
Spider Silk: 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, and the Monstrous Spider can produce a “ silk rope” up to 10 feet times its Con Mod times its HD per day as an immediate action, that dissolves by itself after 24 hours. The tips of this silk are naturally sticky and thus can be attached to any inanimate solid surface as a touch attack made as part of the action in creating the silk whitout need of any extra help. Thus a Monstrous spider that finds itself falling on a pit could try to attach a strand of silk in a nearby surface for example. The Monstrous Spider can choose to produce multiple shorter ropes of diferent lenghts over the course of a day.
Home Web: Once per day, both types can also create sheets of sticky webbing up to 5 feet square per HD with 1 hour of work, that must be attached to nearby solid surfaces, connected with each other and are immobile once created. 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 10+HD+Con mod Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack (see Web-Spinner for details, except creatures traped by this can't move from their spot at all). 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 2 HP per HD, and Hardness 5 that is bypassed by fire damage. Such sheets last 24 hours before dissolving by themselves.
A monstrous spider can move across its own Home Web at its climb speed and can pinpoint the location of any creature touching its web. Other creatures treat the Home Web as difficult terrain. A Monstrous Spider can also always atempt to Hide on while standing on its own Home Web even if it has nothing else to hide behind, and never takes size penalties for hiding on it as well.
Tremorsense: A monstrous spider can detect and pinpoint any creature or object within 5 feet per HD in contact with the ground, or within any range in contact with the spider’s webs.
Ability Increase: The Monstrous Spider gains +2 to Dex at first level, plus +1 to
-Dex at levels 2, 3, 4, 6, 9
-Str at levels 2, 3, 4, 5, 6, 7, 8, 9, 10, 11
-Con at levels 5, 7, 8, 10, 11
For a total of +7 Dex, +10 Str and +5 Con at level 11.
Growth: A Monstrous Spider grows exceptionally fast. At levels 2, 5, 8 and 11 it grows a size category. Notice it is a long creature.
Advanced Arachnid: Monstrous spiders are extremely sucessful predators, thanks to the development of a series of unique abilities. At levels 3 and 4 pick from two of the following abilities. Each option can only be taken once.
Greater Web- The range increment of your Web net increases by 50%, and all save DCs of your Webs increase by 1. You must be a Web-Spinner to pick this ability. You can pick this option up to four times, its effects stack. The second time you pick it, you can use your Web Net as a move action and uses recharges every hour. The third time, as a swift action and uses recharge every minute. The fourth time, as an immediate action and can be used at will.
Durable Web- Increase the HP of all your Webs by 50%, and fire damage now doesn't instantly destroy it (on the case of a Web net) or ignores its hardness (in the case of Home Web), instead dealing double damage. All save DCs of your Web nets increase by an extra 1. You must be a Web-Spinner to pick this ability. You can pick this option up to three times, its effects stack. The second one, you gain cover or concealment when adjacent or standing in one of your webs (your choice, picked when the web is created). The third time, you gain both cover and concealment when standing adjacent to one of your webs.
Spider Leap- As an immediate action, you can make a Jump check and move up to the result in any direction. This check isn't modified if you were standing still or had a bigger than normal base speed. Once this ability is used, you need to wait 1d4 rounds before being able to use it again. You need to be a Hunter Spider to pick this ability. You can pick this option multiple times. For each extra one, multiply the jump result by one factor, and you can ignore one creature on your path for Aoo/movement purposes when performing this jump, also decrease the "cooldown" by 1, to a minimum of zero rounds.
Sudden Grab- You can quickly extend your front legs to grab your prey. As an attack action you can start a normal grapple against an enemy whitin your reach whitout provoking attacks of oportunity. If you suceed, you can make a bite attack as a free action against that very target. At 8 HD, you ignore freedom of movement effects on your targets when you grab them with this ability. You need to be a Hunter Spider to pick this ability. You can pick this option up to four times. The second one, you can use Sudden Grab as an swift action and your opponent's denied their Dex bonus to AC. The third time, you can use Sudden Grab as an immediate action and your opponent's rendered flat footed. The fourth time, you can use Sudden Grab as a free action 1/round and you get to add both your Dex and Str bonus to grapple checks.
Spitter- As a standard action, you can spit your poison as a ranged touch attack with 20 feet range increment, affecting a single creature you hit with your bite poison. You can pick this option up to four times, each one increasing the range by 10 feet. The second one, you can use Spitter as an swift action and your opponent's denied their Dex bonus to AC. The third time, you can use Spitter as an immediate action and your opponent's rendered flat footed. The fourth time, you can use Spitter as a free action 1/round and you get to add both your Dex and Str bonus to the ranged attack roll.
Versatile Silk- You can quickly fashion your silk into “bolas” that can be thrown at an enemy to make them drop. By expending thirty feet worth of Spider Silk, as a standard action you may atempt a Disarm, Trip, Grapple or Bullrush at a range of 10 feet per HD whitout provoking attacks of oportunity. You may choose to produce a trailing rope when using those attacks by expending extra Spider Silk equal to the distance between you and your target, in which case if you suceed there's now a strand of silk with that lenght linking you two, meaning your target can't move further away unless they suceed on a Str check, just as Web net(but doesn't count as entangled or any other of the penalties of the Web net). If you fail, your enemy can't atempt tp disarm/trip/grapple you back in return. Either way, the silk used for this ability is ruined once removed one way or the other. You can pick this option up to four times, each one increasing the range by 5 feet and you add +2 to all involved attack rolls and checks. The second one, you can use Versatile Silk as an swift action and your opponent's denied their Dex bonus to AC. The third time, you can use Versatile Silk as an immediate action and your opponent's rendered flat footed. The fourth time, you can use Spitter as a free action 1/round and you get to add both your Dex and Str bonus to the attack rolls and checks.
Gliding Spider-If in the air, you may spend 30 feet worth of Spider Silk as an immediate action to produce a web “parachute” that negates all damage from a fall of any height and allowing 25 feet of forward travel for every 5 feet of descent. Their falling speed is reduced to 10 feet per round, meaning they can glide up to 50 feet per round with poor maneuverability, which can't be improved by any means except other Monstrous Spider abilities. You can pick this option multiple times, each extra one increases the maneuverability by one step (up to perfect) and increases your forward travel speed by an extra 15 feet.
Broodmother- As a fullround action 1/minute you can lay a clutch of eggs on a 5-feet square you occupy, that in the next round hatch in a Spider Swarm that follows your commands for 1 round/HD before dispersing and going to their own lifes, potentially growing to new Monstrous spiders one day. You may delay the hatching any amount of time up to 24 hours, but once laid they cannot be moved from their place whitout killing the young spiders inside. Until they hatch, an egg clutch can be destroyed by dealing 5 damage to them. If you lay them in your Home Web, you make a Hide check to conceal them. They don't make any noise until they hatch. You may pick this option up to four times. The second, you can use this as a move action. The third, you can use this as a swift action. The fourth, as a free action. Either way, you can't lay eggs more than 1/round.
Rapid Web- You can now set up your Home Web as a fullround action and up to 3 times per day. Multiple Home webs on the same area don't stack. If there's creatures in the area, they get a Reflex save with DC 10+1/2 HD+Con mod to avoid geting entangled. You can pick this option up to five times. Each extra one increases the number of daily uses by 1. The second, you can use this as a standard action. The third, as a swift action. The fourth, as an immediate action. The fifth, as a free action.
The Spider and The Fly: at 5th level, the Monstrous Spider gains a bonus equal to half her HD on attack rolls, AC, damage rolls, skill check, ability checks and saves against airborne oponents.
Expert Arachind: The tricks Monstrous spiders developed to capture their preys are admired even by the most talented hunters among the mortal races. At levels 6 and 7 pick two of the following abilities. In alternative, you may pick three from the advanced Arachnid list instead of one Expert Arachnid ability. Each option can only be taken once unless noted otherwise.
Pulling Web-When you have an enemy trapped in your Web Net or Versatile Silk, as a move action you may pull it towards yourself if you suceed on a Str check, moving them towards you 10 feet for every point you suceed on this check. This movement provokes attacks of oportunity from other creatures. The save DCs of all your Web abilities are also increases by 1. You must be a web spinner to pick this ability. You may pick this option up to three times, each one adding +2 to your Str check for pulling enemies. The second, you can pull as a swift action. The third, you can pull as a free action 1/round.
Evolved Glands-You can now produce twice as many Spider Silk, double your daily use of Web nets, and your Home Web can be twice as big. The save DCs of all your Web abilities are also increased by 1. You must be a web spinner to pick this ability. You may pick this option up to three times, its effects stack. The second, you can recover one use of Web net or 20 feet of used up of Spider Silk by consuming 50 lb of fresh flesh at the rate of 1 lb per round. The third, you can recover one use of Web net or 20 feet of used up Spider Silk by consuming 10 lb of fresh flesh at the rate of 1 lb per round instead.
Scopulae- You have dense tufts of fine hairs between the paired claws at the tips of your legs, granting you exceptional adherence to any surface. You ignore hard terrain, including magic one like the effect of a Grease spell, and both your base and climbing speed increase by 5 feet for every 2 HD you have. You must be a Hunter Spider to pick this ability. You may pick this option up to three times, its effects stack. At the second, you can re-roll saves and checks against effects that would make you change position. At the third, when you take a 5-feet step, you may move an extra 5 feet for each size category you're above medium size.
Armored Arachnid-You possess specially tick and reinforced chitin, increasing your natural armor bonus by an amount equal to 1/3 HD and granting you 50% chance of ignoring critical hits, that stacks with other such chances. You must be a Hunter Spider to pick this ability. You may pick this option up to three times. Each extra time increase your natural armor bonus by 1/3 your HD, and increase your chance to block critical hits by 25%. At the second time, you may add half your Natural Armor bonus to your Touch AC. At the third time, you may add half your Natural Armor bonus to Reflex saves.
Precise Bite-Monstrous Spiders attack slowly and only with their teeth, but they make that single attacks counts. You now can re-roll missed attacks with your bite, including re-rolling miss chances. You may pick this option multiple times. Each extra, increase your bite damage by one die size and either its Crit threat or Crit multiplier by 1.
Crippling Poison- Enemies injected with your poison have their movement speeds halved and take a -2 penalty on all attack rolls, ability checks, skill checks and save DCs of their abilities for 1 round. You may pick this option multiple times. Each extra, increase the penalty by an extra -2 and the speed of the victim is further halved.
Corrosive Poison- Enemies injected with your poison take acid damage equal to your Con mod, and if they fail their Fort save they take that amount of acid damage again on the next round. You now also ignore the hardness of objects when sundering them with your bite, or when attacking creatures with Hardness. You may pick this option multiple times, each time increase the acid damage by an amount equal to your Con mod.
Greater Versatile Silk-Your Versatile's Silk range is increased by 50%, and you gain a +4 racial bonus on all checks with Versatile Silk. You can also “trip” flying creatures, in which case they automatically fall towards you at the same speed they would fall to the ground if they stoped flying. You need Versatile Silk to pick this ability.
Spawn Spider-When you inject poison in a prey, you may inject some of your eggs along with it. The next round, they spawn from inside your enemy's body and fill their square, forcing them to make a Fort save with DC 10+1/2HD+Con mod or be dazed for 1 round from the horrible experience. For each size your oponent is bigger than medium, an extra Spider Swarm is spawned as the youngs have more to feast upon and thus prey less on their own brothers and sisters. You need Broodmother to pick this ability, and it shares the same number of uses with it.
Black Broodmother-Once per hour, instead of a series of eggs that gives birth to a spider swarm, you may instead lay a single larger egg that gives birth to a Monstrous Spider of a level up to your own -4 that serves for the same amount of time before leaving. It has the elite stat array and only [Monster] or [Fighter] feats, and cannot pick Broodmother. You need Broodmother to pick this ability. If you have Spawn Spider, you may combine both abilities as long as your target is at least one size category bigger than the Monstrous spider you're trying to spawn.
Will you walk into my parlour? Flies created flying, and spiders created webs to capture them. Mortal mages created magic to atempt to escape, and again the spider upped the stakes. At 8th level all of the Monstrous Spider webs (including Versatile Silk) ignore Freedom of Movement effects and block any extradimensional travel atempted by the targets.
Master Arachnid: At 9th and 10th levels pick two of the following abilities. In alternative, you may pick three from the Expert Arachnid list instead of one Master Arachnid ability. Each option can only be taken once.
Weave Web of Deception-A spider is the unquestionable master on its own web, carefully controling whoever enters it, pulling the silk strands on its victims as a puppeter pulls a puppet's strings. A number of times per day equal to its HD, as a swift action, the Monstrous Spider may produce a Charm Monster effect on any creature traped by its Web Net, Home Web or Versatile Silk with CL equal to HD and save DC 10+1/2 HD+Con mod. At 17 HD, by expending two use the Monstrous spider can replicate a Dominate Monster instead. You need to be a Web Spinner spider to pick this ability.
The Monstrous Spider must keep at least a thread of Spider Silk connecting it to the victim to maintain this effect, renovating it as the old one dissolves. It may make it thin enough that it's almost invisible, demanding a sucessful spot check against a Hide check from you to detect (not taking in acount your size penalty to AC). Even creatures normally immune to this kind of effect can be affected by it, but they gain a +5 bonus on their saves.
Greater Web- Your Web Net and Versatile silk now can affect an area equal to your own size instead of a single target, by spending double the normal uses. Increase the DC of your Your home Web now lasts 48 hours. The save DCs of all your Web abilities are also increased by 1. You need to be a Web Spinner to pick this ability.
Luring Pheromones- As a swift action you can produce specialized chemicals that atract your prey to their own doom. As a swift action, enemies whitin 40 feet per HD must make a Will save with DC 10+1/2 HD+Con mod or move towards you on their own round to the best of their abilities on their next turn. If this makes them get inside your reach, they provoke an attack of oportunity from you. If they were already inside your reach and fail the Will save, they provoke an attack of oportunity as well. You need to be a Hunter spider to pick this ability. Enemies immune to mind affecting gain a +5 bonus to resist this effect.
Twilight Spider-As a spider feasts on magic creatures, adventurers and the ocasional relic, it may be inevitable that it picks some unique abilities at the eve of its existence. Pick any spell without an exp or gold cost of a level no bigger than half your HD (up to 9th level spells). You can use replicate its effects a number of times per hour equal to 1/3 your HD as an Ex ability. If you charged or use one of your Monstrous Spiders abilities, you may use this ability as part of the same action provided the target(s) are the same. Every time you level up, you may pick change your decision for another spell you qualify for. You need to be a Hunting Spider to pick this. CL is equal to HD and save DCs are 10+1/2 HD+Con mod.
Venerable Broodmother-Both your eggs and your produced Spider Swarm now gain 5 extra HP for every HD you have. The swarm damage of your spider swarms increases to 1d6 per 2HD you have, the save DC of its distraction ability increases by any amount equal to ½ HD+Con mod and its Poison now works as your own, except it only deals half the ill effects (half Str damage, half acid damage if you have Corrosive Bite, half penalties for crippling poison). If you have 16 or more HD, your spawned Monstrous spiders may take Fighter or Barbarian levels after taking all Monstrous Spider levels, to keep up with your increased level. Additionally, you can cause any or all of your eggs to hatch prematurely as a full-round action, but they only fight for you for half as long. You need Black Broodmother to pick this ability.
Insatiable Hunger-Monstrous spiders are unable to consum solid food, needing to inject digestive fluids on their preys to liquefy their flesh. In some cases that may take hours of slow agony. In others the Monstrous Spider isn't nearly as patient. Every time you deal bite damage, you partially liquefy your enemy's body and slurp in the fluids, healing HP equal to the base damage dealt (Natural weapon damage+Str mod).
Mighty Predator-The Monstrous Spider can add its Str mod to Initiative checks, AC and Reflex saves and its Dex mod to melee attack and damage rolls, as well as any checks to break objects or break free from obstacles, entanglements and similar.
Arachnophobia-Non-spider creatures that can see the Monstrous Spider must make a Will save with DC 10+1/2 HD+Con mod or be Shaken for 1 round at the start of each of their turns. They must make another Will save with the same DC if they wish to approach or somehow harm the Monstrous Spider or be Shaken for 1 round as well. Failure between 10 and 19 makes them Frightned for 1 round, then shaken for 1 round instead. Failure by 20 or more makes them panicked for 1 round, then frightned for 1round, then shaken for 1 round instead. When the Monstrous Spider attacks a creature with its Bite, they must make a Will save with the same DC or be frightned for 1 round. If the attack actually hit, increase the DC by an amount equal to the Monstrous Spider's Str mod. Even creatures normally immune can be affected, but they gain a +5 bonus on their saves.
And if you like to rest awhile, I'll snugly tuck you in! At 11th level, the Monstrous Spider is indeed a mercyless and cunning predator, master at outwiting and suprising its prey. It can always act on a suprise round, and can take up to a fullround worth of actions instead of just a standard or move. It can also now 1/round swap a move actions for a swift actions or swap a swift action for a move action.
CommentsAh, the monstruous spider. Among non-humanoids, it's whitout doubt one of the most popular enemies across fantasy, not only tabletop RPGs but also video games of all generations and even appears among sci-fi settings in a variety of mechanical shapes. Webs, poison, painful bites, I tried to include all I could remember, ending up needing to divide it among several selectable abilities. May add more later if I feel inspired.
Speaking of which, around half this class was done by me drunk. Since I can't concentrate properly to review other people's works now, may as well let my insane mind create some monstruous abilities right?
So if you want to play an eight-legged predator, the Monstruous Spider's for you!