TheLogman
2007-06-13, 12:12 PM
Truth Spinner
Medium-sized magical beast
HD: 7d10+14 (52)
Speed: 40 ft. (8 squares) Climb: 20 ft. (4 squares)
Init:+7
AC: 16 (+3 Natural armor, +3 Dex,)
Touch Ac: 13
Flatfooted Ac: 13
BAB: +7
Attack: Bite +8 melee
Full-Attack: Bite 1d6+1 and poison
Grapple:+8
Space: 5 ft.
Reach: 5 ft.
Special Attacks: Poison, Spell-like abilities
Special Qualities: Darkvision 60', Low-Light Vision, Spin the Law, Spin Together, Zone of Truth
Saves: Fort +7 Ref +8 Will +4
Abilities: Str 13 Dex 16 Con 14 Int 16 Wis 14 Cha 7
Skills: +20 Climb, +20 Craft (Web Spinning), +8 Hide, +10 Move Silently, +10 Spellcraft, +10 Concentration (+14 When Casting on Defensive), +5 Spot, +5 Listen
Feats: Combat Casting, Improved Initiative.
Environment: Subterranean and temperate forest
Organization: Solitary, Spinning party (3-5), or Alliance (5 and 1d6 Subterranean creatures)
CR: 10
Treasure: Half Standard, Half Silk Art
Alignment: Always lawful (Any)
Advancement: 7-9 HD (medium); 9-15 HD (Large)
Level Adjustment: -
In front of you is a spider, but it's not like any other you've ever seen. It glows a bright, healthy, pure gold, and beneath it, you see the workings of a beautiful, and magical tapestry.
Extremely lawful and magically talented by nature, Truth Spinners are Medium-sized spiders that keep the law, and cast lawful spells through the spinning of their own silk. They live in small spinning parties, which allows them to create beautiful art, and threatening spells. They will often allow lawful characters to pass by, and only hunt Chaotic characters and creatures. If attacked by Lawful creatures, however, or it it feels it or its area is threatened by intrusion or invasion (Especially if the Offenders are carrying something that is alight), it will attack anything, regardless of alignment.
Description: The Truth Spinner is a golden spider, glistening with purity and law, and imbued with the very core of Law, looking near-perfect in every way, every joint is at the perfect angle, the body perfectly formed.
When a Truth Spinner uses its spell-like abilities, it spins a web, but unlike a normal web, it is a little tougher looking, and it is always perfectly formed, never a misplaced curve or angle, the whole web perfectly symmetrical. When a Truth Spinner spins together with other Truth Spinners, their webs become more and more complex and intricate, but still perfectly formed, and symmetrical.
When in combat, a Truth Spinner fights without tricks, complementing its allies' strengths and covering for their weaknesses.
Fluff Text: Truth Spinners are wise and intelligent, but they are fragile. They try to stay away from combat, smart enough to know their weaknesses, instead spinning webs of spells to weaken or damage any Chaotic creature they see. Although they prefer to stay in their caves, where they can care for their eggs and young, they will form alliances with other Lawful creatures in the area, such as Mind Flayers, to hunt down any Chaotic threats in the area. Inevitables and other Lawful creatures will sometimes recruit Truth Spinners for their Zone of Truth Ability, which makes it possible for Trials to go on with perfect truth. Usually, Truth Spinners will be content with serving their duty as Lawful creatures, and not expect any payment for their services in trials, but will refuse to aid in a trail for more than a week, as it forces them to be too far away from their nests and homes.
Combat
In combat, a Truth Spinner prefers to stand back, while its allies distract its enemies, and a group of them use their Spin Together ability to augment their already powerful spells. However, if it knows a creatures is chaotic through its Detect Chaos spell-like ability, it will center its casting on that creature
Racial Bonuses: A Truth Spinner gains a +10 racial bonus to Climb checks, and a +10 bonus to Craft (Web Spinning).
Poison: Bite, Fortitude Save (DC 16); initial and secondary damage 2d6 Intelligence
Spin the Law: When a Truth Spinner uses its spell-like abilities, it must spin a web as its way of focusing its magical and lawful energy. If it choses, the Truth Spinner may choose to add an extra +5 effective caster level to the Spell, but a Craft (Web Spinning) check must be made, and must beat (DC 30). Choosing to make the check changes the time it takes to use the spell-like-ability from a standard action to a full-round action. If the Check fails by less then 5, the spell-like ability functions with no additional caster levels, and no penalties are incurred, but if the check is failed by more than 5, then the tapestry of the Web has been torn, and the Spell-like ability fails.
Spin Together: When a Truth Spinner Spins a spell, any other adjacent Truth Spinner may make a Craft (Web Spinning) check against DC 25 to add another target to the spell, (If the has a duration of Instantaneous, the same target may be chosen twice), or in the case of an area spell, add another 10 feet to the area the spell effects, and add a +1 caster level to the spell. Only up to 4 Truth Spinners may use their Spin Together on the same spell. The Truth Spinner must prolong the casting of the Spell-like ability to a full round action to allow the rest of the Truth Spinners to add their contributions. If the check fails, then that Truth Spinner simply does not add his/her additional effects to the spell, but no other penalties are incurred. A Truth Spinner may not choose to both add +5 caster level with the Spin the Law special ability to its spell-like ability and use its spin together Special Ability on the same casting of a spell-like ability.
Zone of Truth: The namesake of these creatures, any creature with an intelligence of 3 or higher cannot lie, use the bluff skill, or feint in combat within a 40 ft. radius of the Truth Spider. The Truth Spider cannot turn off its Zone, and since this Zone is created from the very fabric of Law, it cannot be dispelled by anything but a deity, and the effects are 100% impossible to circumvent via any means but the highest of Divine Intervention. If contacted outside its Zone via magic or other means, it will know if it is being lied to automatically. This ability and the Zone of Truth Ability should be treated as Extraordinary abilities. Spells such as Glibness that usually allow someone to lie in a Zone of Truth do not function within the Zone. Illusions do not function within the Zone, and anything in the Zone, including the Truth Spinner itself, get a +4 bonus to disbelieve Illusions outside the Zone.
Spell Like Abilities: In order to cast a spell-like ability, the Truth Spinner must make a standard action as normal with spell-like abilities. However, instead of merely focusing to cast their spell-like abilities, the Truth Spinner spins a web that may be any size up to 5 by 5 feet, and spun on any hard surface within the Truth Spinner's square. The web acts as any normal web would, (Is flammable, and easily breakable, but slightly sticky) and is dissolved by the power of the spell-like ability once the ability is cast. At Will: Detect Chaos, Obscuring Mist. 2/day: Blade Barrier, Dictum, Flame Strike, Hold Monster, Harm, and Spell Resistance. Spell-like Abilities function as cast by a 13th level Cleric with the (Law) Domain.
Using this Monster: The place to fight this monster is in its own den, preferably in the company of fellow Truth Spinners, to allow for optimal power. At higher levels, this monster can be placed at the back of a team of strong melee-based combatants, always Lawful, casting spells to assist their allies, or harm their enemies. A Truth Spinner will usually start the battle with Dictum, to weaken any Chaotic enemies, followed by buffs of Spell Resistance, Blade Barriers and Obscuring Mist to slow their enemies, before finishing off enemies with Flame Strikes. Truth Spinners are logical and methodical when fighting, always making the most intelligent and sensical combat decisions.
In a more non-combat setting, the Truth Spinners could be used in a trial, using their Zone of Truth ability to force the PC's to tell the truth, regardless of any spells or Bluff ranks. A DM using this monster can persuade PC's to find a different solution to a trial besides lying, such as investigating the crime, or at the very least hiring a good lawyer.
To Vote, post MitP: Yes for yes, and Mitp: No for no. Please add constructive criticism to your post, and point out any glaring errors I may have made.
Medium-sized magical beast
HD: 7d10+14 (52)
Speed: 40 ft. (8 squares) Climb: 20 ft. (4 squares)
Init:+7
AC: 16 (+3 Natural armor, +3 Dex,)
Touch Ac: 13
Flatfooted Ac: 13
BAB: +7
Attack: Bite +8 melee
Full-Attack: Bite 1d6+1 and poison
Grapple:+8
Space: 5 ft.
Reach: 5 ft.
Special Attacks: Poison, Spell-like abilities
Special Qualities: Darkvision 60', Low-Light Vision, Spin the Law, Spin Together, Zone of Truth
Saves: Fort +7 Ref +8 Will +4
Abilities: Str 13 Dex 16 Con 14 Int 16 Wis 14 Cha 7
Skills: +20 Climb, +20 Craft (Web Spinning), +8 Hide, +10 Move Silently, +10 Spellcraft, +10 Concentration (+14 When Casting on Defensive), +5 Spot, +5 Listen
Feats: Combat Casting, Improved Initiative.
Environment: Subterranean and temperate forest
Organization: Solitary, Spinning party (3-5), or Alliance (5 and 1d6 Subterranean creatures)
CR: 10
Treasure: Half Standard, Half Silk Art
Alignment: Always lawful (Any)
Advancement: 7-9 HD (medium); 9-15 HD (Large)
Level Adjustment: -
In front of you is a spider, but it's not like any other you've ever seen. It glows a bright, healthy, pure gold, and beneath it, you see the workings of a beautiful, and magical tapestry.
Extremely lawful and magically talented by nature, Truth Spinners are Medium-sized spiders that keep the law, and cast lawful spells through the spinning of their own silk. They live in small spinning parties, which allows them to create beautiful art, and threatening spells. They will often allow lawful characters to pass by, and only hunt Chaotic characters and creatures. If attacked by Lawful creatures, however, or it it feels it or its area is threatened by intrusion or invasion (Especially if the Offenders are carrying something that is alight), it will attack anything, regardless of alignment.
Description: The Truth Spinner is a golden spider, glistening with purity and law, and imbued with the very core of Law, looking near-perfect in every way, every joint is at the perfect angle, the body perfectly formed.
When a Truth Spinner uses its spell-like abilities, it spins a web, but unlike a normal web, it is a little tougher looking, and it is always perfectly formed, never a misplaced curve or angle, the whole web perfectly symmetrical. When a Truth Spinner spins together with other Truth Spinners, their webs become more and more complex and intricate, but still perfectly formed, and symmetrical.
When in combat, a Truth Spinner fights without tricks, complementing its allies' strengths and covering for their weaknesses.
Fluff Text: Truth Spinners are wise and intelligent, but they are fragile. They try to stay away from combat, smart enough to know their weaknesses, instead spinning webs of spells to weaken or damage any Chaotic creature they see. Although they prefer to stay in their caves, where they can care for their eggs and young, they will form alliances with other Lawful creatures in the area, such as Mind Flayers, to hunt down any Chaotic threats in the area. Inevitables and other Lawful creatures will sometimes recruit Truth Spinners for their Zone of Truth Ability, which makes it possible for Trials to go on with perfect truth. Usually, Truth Spinners will be content with serving their duty as Lawful creatures, and not expect any payment for their services in trials, but will refuse to aid in a trail for more than a week, as it forces them to be too far away from their nests and homes.
Combat
In combat, a Truth Spinner prefers to stand back, while its allies distract its enemies, and a group of them use their Spin Together ability to augment their already powerful spells. However, if it knows a creatures is chaotic through its Detect Chaos spell-like ability, it will center its casting on that creature
Racial Bonuses: A Truth Spinner gains a +10 racial bonus to Climb checks, and a +10 bonus to Craft (Web Spinning).
Poison: Bite, Fortitude Save (DC 16); initial and secondary damage 2d6 Intelligence
Spin the Law: When a Truth Spinner uses its spell-like abilities, it must spin a web as its way of focusing its magical and lawful energy. If it choses, the Truth Spinner may choose to add an extra +5 effective caster level to the Spell, but a Craft (Web Spinning) check must be made, and must beat (DC 30). Choosing to make the check changes the time it takes to use the spell-like-ability from a standard action to a full-round action. If the Check fails by less then 5, the spell-like ability functions with no additional caster levels, and no penalties are incurred, but if the check is failed by more than 5, then the tapestry of the Web has been torn, and the Spell-like ability fails.
Spin Together: When a Truth Spinner Spins a spell, any other adjacent Truth Spinner may make a Craft (Web Spinning) check against DC 25 to add another target to the spell, (If the has a duration of Instantaneous, the same target may be chosen twice), or in the case of an area spell, add another 10 feet to the area the spell effects, and add a +1 caster level to the spell. Only up to 4 Truth Spinners may use their Spin Together on the same spell. The Truth Spinner must prolong the casting of the Spell-like ability to a full round action to allow the rest of the Truth Spinners to add their contributions. If the check fails, then that Truth Spinner simply does not add his/her additional effects to the spell, but no other penalties are incurred. A Truth Spinner may not choose to both add +5 caster level with the Spin the Law special ability to its spell-like ability and use its spin together Special Ability on the same casting of a spell-like ability.
Zone of Truth: The namesake of these creatures, any creature with an intelligence of 3 or higher cannot lie, use the bluff skill, or feint in combat within a 40 ft. radius of the Truth Spider. The Truth Spider cannot turn off its Zone, and since this Zone is created from the very fabric of Law, it cannot be dispelled by anything but a deity, and the effects are 100% impossible to circumvent via any means but the highest of Divine Intervention. If contacted outside its Zone via magic or other means, it will know if it is being lied to automatically. This ability and the Zone of Truth Ability should be treated as Extraordinary abilities. Spells such as Glibness that usually allow someone to lie in a Zone of Truth do not function within the Zone. Illusions do not function within the Zone, and anything in the Zone, including the Truth Spinner itself, get a +4 bonus to disbelieve Illusions outside the Zone.
Spell Like Abilities: In order to cast a spell-like ability, the Truth Spinner must make a standard action as normal with spell-like abilities. However, instead of merely focusing to cast their spell-like abilities, the Truth Spinner spins a web that may be any size up to 5 by 5 feet, and spun on any hard surface within the Truth Spinner's square. The web acts as any normal web would, (Is flammable, and easily breakable, but slightly sticky) and is dissolved by the power of the spell-like ability once the ability is cast. At Will: Detect Chaos, Obscuring Mist. 2/day: Blade Barrier, Dictum, Flame Strike, Hold Monster, Harm, and Spell Resistance. Spell-like Abilities function as cast by a 13th level Cleric with the (Law) Domain.
Using this Monster: The place to fight this monster is in its own den, preferably in the company of fellow Truth Spinners, to allow for optimal power. At higher levels, this monster can be placed at the back of a team of strong melee-based combatants, always Lawful, casting spells to assist their allies, or harm their enemies. A Truth Spinner will usually start the battle with Dictum, to weaken any Chaotic enemies, followed by buffs of Spell Resistance, Blade Barriers and Obscuring Mist to slow their enemies, before finishing off enemies with Flame Strikes. Truth Spinners are logical and methodical when fighting, always making the most intelligent and sensical combat decisions.
In a more non-combat setting, the Truth Spinners could be used in a trial, using their Zone of Truth ability to force the PC's to tell the truth, regardless of any spells or Bluff ranks. A DM using this monster can persuade PC's to find a different solution to a trial besides lying, such as investigating the crime, or at the very least hiring a good lawyer.
To Vote, post MitP: Yes for yes, and Mitp: No for no. Please add constructive criticism to your post, and point out any glaring errors I may have made.