The Demented One
2006-09-09, 10:08 PM
Arachnid
Arachnids are creatures born different, their bodies twisted into a spider-like form. There are many reasons a creature might be born as an Arachnid–some evil Arachnids are the results of divine meddling on the part of Lolth, while others are born of embryos who formed a connection with a totemic spider spirit while in the womb. Some are simply the result of the mother being exposed to uncontained magical energy during pregnancy. Arachnids bear a vague resemblance to other creatures of their kind, but have a hairy carapace, and four extra limbs.
Creating An Arachnid
Arachnid is an inherited template that can be added to any corporeal, living creature.
Size and Type
Arachnid animals or vermin become magical beasts, but otherwise the creature type is unchanged. Size is unchanged.
Speed
An Arachnid gains a climb speed equal to half its base land speed.
Armor Class
An Arachnid’s natural armor bonus to AC increases by 2.
Attack
An Arachnid gains a bite attack, a secondary natural attack. In addition, Arachnids have extra appendages sufficient to bring its total number of appendages to eight, half of which, rounded up, are analogous to arms, assuming the base creature already has arms. If the base creature can use its arms or am-like appendages as natural weapons–claws, slams, or tentacles, for example–it gains an an additional attack of that kind for every additional arm or arm-analouge it gains. If the base creature could use weapons, the Arachnid retains that ability, and can wield weapons with its extra arms.
Damage
Arachnids have a bite attack. If the base creature does not have this attack form, use the damage values in the table. Otherwise, use the values in the table or the base creature’s damage values, whichever are greater.
{table]
SizeDamage
Fine1
Diminutive1d2
Tiny1d3
Small1d4
Medium1d6
Large1d8
Huge2d6
Gargantuan3d6
Colossal4d6[/table]
Special Attacks
An Arachnid retains all the special attacks of the base creature and also gains the following attacks.
Poison (Ex)
A creature damaged by an Arachnid’s bite must make a Fortitude save, DC 10 + ½ the Arachnid’s HD + the Arachnid’s Con modifier, or succumb to its poisonous bite. Both the initial and secondary damage of the poison are 1d6 Str damage.
Web (Ex)
An Arachnid can throw a web once per day per two HD. 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 of up to the Arachnid’s size. The web anchors the target in place, allowing no movement. An entangled creature can escape with an Escape Artist check or burst the web with a Strength check, both of which have a DC of 10 + ½ the Arachnid’s HD + the Arachnid’s Con modifier. The web has hit points equal to the Arachnid’s HD, hardness 0, and takes double damage from fire.
Arachnids can also create sheets of sticky webbing from 5 to 60 feet square instead of throwing a web. Approaching creatures must succeed on a DC 20 Spot check to notice a web, or they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing receive a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot-square section has hit points equal to the Arachnid’s HD, hardness 0, and takes double damage from fire. An Arachnid can move across its own sheet web at its climb speed and can determine the exact location of any creature touching the web with its tremorsense.
Special Qualities
An Arachnid retains all the special qualities of the base creature and also gains the following qualities.
Spider Climb (Ex)
An Arachnid’s body is covered in tiny grasping hairs, allowing it to climb sheer surfaces as the spider climb spell.
Stability (Ex)
Arachnids have extra appendages sufficient to bring its total number of appendages to eight, half of which, rounded down, are analogous to legs. If the base creature lacks arms, all the extra limbs are instead legs or leg analouges This grants it a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground or when climbing (but not when flying, riding, or otherwise not standing firmly on the ground). Even if the creature has no more legs than normal creatures of its kind, it still gains this bonus, as its legs are modified to better cling to the ground.
Tremorsense (Ex)
An Arachnid can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with the Arachnid’s webs.
Abilities
Increase from the base creature as follows: Str +2, Dex +4, Con +2.
Skills
An Arachnid gains a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.
Challenge Rating
As base creature +2.
Level Adjustment
Same as base creature +3.
Arachnids are creatures born different, their bodies twisted into a spider-like form. There are many reasons a creature might be born as an Arachnid–some evil Arachnids are the results of divine meddling on the part of Lolth, while others are born of embryos who formed a connection with a totemic spider spirit while in the womb. Some are simply the result of the mother being exposed to uncontained magical energy during pregnancy. Arachnids bear a vague resemblance to other creatures of their kind, but have a hairy carapace, and four extra limbs.
Creating An Arachnid
Arachnid is an inherited template that can be added to any corporeal, living creature.
Size and Type
Arachnid animals or vermin become magical beasts, but otherwise the creature type is unchanged. Size is unchanged.
Speed
An Arachnid gains a climb speed equal to half its base land speed.
Armor Class
An Arachnid’s natural armor bonus to AC increases by 2.
Attack
An Arachnid gains a bite attack, a secondary natural attack. In addition, Arachnids have extra appendages sufficient to bring its total number of appendages to eight, half of which, rounded up, are analogous to arms, assuming the base creature already has arms. If the base creature can use its arms or am-like appendages as natural weapons–claws, slams, or tentacles, for example–it gains an an additional attack of that kind for every additional arm or arm-analouge it gains. If the base creature could use weapons, the Arachnid retains that ability, and can wield weapons with its extra arms.
Damage
Arachnids have a bite attack. If the base creature does not have this attack form, use the damage values in the table. Otherwise, use the values in the table or the base creature’s damage values, whichever are greater.
{table]
SizeDamage
Fine1
Diminutive1d2
Tiny1d3
Small1d4
Medium1d6
Large1d8
Huge2d6
Gargantuan3d6
Colossal4d6[/table]
Special Attacks
An Arachnid retains all the special attacks of the base creature and also gains the following attacks.
Poison (Ex)
A creature damaged by an Arachnid’s bite must make a Fortitude save, DC 10 + ½ the Arachnid’s HD + the Arachnid’s Con modifier, or succumb to its poisonous bite. Both the initial and secondary damage of the poison are 1d6 Str damage.
Web (Ex)
An Arachnid can throw a web once per day per two HD. 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 of up to the Arachnid’s size. The web anchors the target in place, allowing no movement. An entangled creature can escape with an Escape Artist check or burst the web with a Strength check, both of which have a DC of 10 + ½ the Arachnid’s HD + the Arachnid’s Con modifier. The web has hit points equal to the Arachnid’s HD, hardness 0, and takes double damage from fire.
Arachnids can also create sheets of sticky webbing from 5 to 60 feet square instead of throwing a web. Approaching creatures must succeed on a DC 20 Spot check to notice a web, or they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing receive a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot-square section has hit points equal to the Arachnid’s HD, hardness 0, and takes double damage from fire. An Arachnid can move across its own sheet web at its climb speed and can determine the exact location of any creature touching the web with its tremorsense.
Special Qualities
An Arachnid retains all the special qualities of the base creature and also gains the following qualities.
Spider Climb (Ex)
An Arachnid’s body is covered in tiny grasping hairs, allowing it to climb sheer surfaces as the spider climb spell.
Stability (Ex)
Arachnids have extra appendages sufficient to bring its total number of appendages to eight, half of which, rounded down, are analogous to legs. If the base creature lacks arms, all the extra limbs are instead legs or leg analouges This grants it a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground or when climbing (but not when flying, riding, or otherwise not standing firmly on the ground). Even if the creature has no more legs than normal creatures of its kind, it still gains this bonus, as its legs are modified to better cling to the ground.
Tremorsense (Ex)
An Arachnid can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with the Arachnid’s webs.
Abilities
Increase from the base creature as follows: Str +2, Dex +4, Con +2.
Skills
An Arachnid gains a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.
Challenge Rating
As base creature +2.
Level Adjustment
Same as base creature +3.