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    Default Re: Zaydos Expands on Past Work - Playgrounder Caricatures Edition

    I'VE SEEN THROUGH THE FACADE AT LAST! I SHOULD HAVE KNOWN IT FROM THE FIRST, YOU'RE ALL SPIDERS! SPIDERS! SPIDERS!!!



    Quote Originally Posted by LoyalPaladin View Post
    For now and all future reference: I, LoyalPaladin, give Zaydos permission to craft any content in my likeness. So long as he sends me the finished product!*

    *I am not liable for any IZ42's that are harmed in the crafting of said content.
    Spider, Sacred Reaper
    Medium Magical Beast (Good)
    Hit Dice:5d10+15 (42 hp)
    Initiative: +7
    Speed: 40 ft (8 squares), climb 20-ft
    Armor Class: 16 (+3 Dex, +3 natural), touch 13, flat-footed 13
    Base Attack/Grapple: +5/+8
    Attack: Bite +8 melee (1d6+4 and positoxin) or web +8 ranged touch
    Full Attack: Bite +8 melee (1d6+4 and positoxin) or web +8 ranged touch
    Space/Reach: 5 ft/5 ft
    Special Attacks: Ghostly Webs, Positoxin, Web, Wraithslayer
    Special Qualities: Darkvision 60-ft, Deathsense, Untouched by Death
    Saves: Fort +7, Ref +7, Will +2
    Abilities: Str 16, Dex 17, Con 16, Int 5, Wis 12, Cha 13
    Skills: Climb +11, Hide +6, Listen +3, Move Silently +6, Spot +9, Survival +1 (+9 when tracking undead).
    Feats: Alertness, Improved Initiative, TrackB
    Environment: Warm Deserts
    Organization: Varied.
    Challenge Rating: 3 (4 for undead heavy groups)
    Treasure: None.
    Alignment: Always Lawful Good.
    Advancement: 6-9 HD (Medium) 10-13 HD (Large).
    Level Adjustment: +2 (cohort)

    In the year 354 N.C. the desert dwelling Tazmiri halflings were driven by the burgeoning Kraz empire from their traditional migration route, forced from their normal oases they dared the old necropolis of the millennia dead Tashirin. They made it half way to the oasis within when the ghouls attacked. The Tazmiri were driven into a temple of Alzrin the old Tashirin god of the dead. The ghouls could not enter that sanctified hall, but the Tazmiri were unable to leave and the monstrous spiders which had taken up residence attacked the halfling nomads. The halflings cleansed the temple of the spiders killing them and heaping their bodies at the atrium of the temple. In desperation they turned to prayer, praying to Yondalla and to the, to them unnamed, god of the temple.

    Alzrin answered. It had long been his duty to protect the necropolis from those who would disrupt the eternal rest of those interred within, but the plague of ghouls had infested those grounds after the Tashirin empire fell and Alzrin's name was forgotten. Still he was a god, and he was stirred to action once more by those fervent prayers of need. He chose to act, sending the celestial spirits to the Prime to transform those spiders that were not dead but merely dying, and make them rise again.

    These spiders became the first Sacred Reapers. They helped to slay the undead of the necropolis, and escort the halflings to the oasis at its heart. There they gave the halflings an edict from their god. They would be allowed to stay within the necropolis, protected from the burgeoning orcish empire, but in exchange for dwelling in these sacred grounds they must tend to them and aid the sacred reapers in their duties of cleansing them of the undead.

    Centuries have passed. The Kraz empire burned strong and bright and fell to be destroyed by its enemies within a generation, but the once nomadic Tazmiri dwell still in the necropolis, its once great undead infestation all but gone. The Sacred Reapers have spread from the necropolis in the centuries since, continuing their inborn purpose of the eradication of the undead.

    Alzrin is a Lawful Good deity whose domains include Law, Good, Repose, and Protection. His titles include 'Shepherd of Souls' and 'Keeper of the Dead'. He is opposed to undeath as it prevents the eternal rest of the soul.

    Combat:

    Sacred reapers prefer not to fight non-undead, although they will hunt for food. They fight much like any other web spinning spider, although they rely less upon their poison, as it only affects the undead.

    Deathsense (Su): A sacred reaper is able to sense their natural foes. A sacred reaper can detect undead within 30-ft as if they had blindsight, normal walls do not block this ability, although lead and adamantine do. In addition undead possess a distinct odor to the nose of the sacred reaper and they have scent in regards to the undead, and only the undead.

    Ghostly Webs (Su): A sacred reaper's webs are endued with powers to bind and trap restless spirits and may affect incorporeal undead as if they were corporeal creatures and incorporeal undead may not pass through a sacred reaper's webs. Incorporeal undead bound this way may use their Charisma in place of Strength for checks to try and escape the webs and gain a +4 bonus to such checks.

    Positoxin (Su): A sacred reaper's bite attack carries with it a powerful dose of positoxins feared by the undead. Unlike normal positoxins a sacred reaper's positoxin may reduce the target's ability score to 0. A sacred reaper's positoxin has an initial and secondary damage of 1d6 Dexterity drain and 1d4 Charisma damage, and a Fort DC of 13 (Con based, includes a racial -2 penalty).

    Untouched by Death (Su): The supernatural life-force of a sacred reaper protects it from harm from the undead and necromantic magic. A sacred reaper takes 1 less negative level from energy drain and negative energy based effects, and half damage from negative energy effects. In addition they gain a +2 deflection bonus to AC against undead and necromancy spells and spell-like abilities (including melee touch with a necromancy spell, or melee attacks that channel one), and a +2 resistance bonus to saving throws against the supernatural abilities of undead and against necromancy spells and spell-like abilities.

    Webs (Ex): A Sacred Reaper may spin webs as a web-spinning medium monstrous spider. A single strand is strong enough to support the spider and one other medium creature. They can throw a web eight times per day. 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 up to large size. An entangled creature can escape with a successful Escape Artist check (DC 15) or burst it with a Strength check (DC 19). Both are standard actions. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus.

    Sacred Reapers often create sheets of sticky webbing 15 feet square. They usually position these sheets to snare flying creatures, especially incorporeal undead, but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. 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 the hit points given on the table, and sheet webs have damage reduction 5/.

    A sacred reaper can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.

    Wraithslayer (Su): A Sacred Reaper is a foe to the undead and is able to strike incorporeal undead as if their natural weapons were ghost touch. They may also inflict their positoxin on incorporeal undead and it will inflict Charisma damage, although the Dexterity drain is negated; this only applies directly from the Sacred Reaper, if its positoxin is harvested it has no effect on incorporeal undead (as is standard for positoxins).

    Skills: Sacred Reapers have a +4 racial bonus on Spot checks and a +8 racial bonus on Climb checks. A sacred reapers can always choose to take 10 on Climb checks, even if rushed or threatened. A Sacred Reaper gains a +8 racial bonus on Survival checks to track undead creatures by scent.

    Sacred Reapers and PCs: A 7th level or higher small sized paladin may summon a sacred reaper as a mount, if they do so they are treated as 2 levels lower for the special abilities of their special mount. A paladin with a sacred reaper spider special mount may imbue it with a portion of their lay on hands ability as a standard action requiring a touch. The paladin selects an amount of their lay on hands ability, up to their remaining total, and the sacred reaper gains lay on hands with that pool and the paladin loses that amount of lay on hands. When the sacred reaper is unsummoned, dies, or as a standard action the paladin regains any lay on hands points the sacred reaper may retain and it loses them.

    Quote Originally Posted by AtlasSniperman View Post
    I would "give permission" as so many people have done.
    But I'm not really big enough on this forum to warrant it or even be any source of inspiration :P
    Spider, Atlas Mountain Sniper
    Large Magical Beast
    Hit Dice:12d10+60 (126 hp)
    Initiative: +4
    Speed: 40 ft (8 squares), climb 20-ft
    Armor Class: 25 (-1 size, +4 Dex, +7 natural, +5 armor), touch 13, flat-footed 17
    Base Attack/Grapple: +12/+23
    Attack: Bite +18 melee (1d8+10 and poison) or thrown boulder +16 ranged (2d6+7) or slung stone +16 ranged (1d6+7)
    Full Attack: Bite +18 melee (1d8+10 and poison) or thrown boulders +14/+14/+9/+4 ranged (2d6+7) or slung stones +14/+14/+9/+4 ranged (1d6+7)
    Space/Reach: 10 ft/5 ft
    Special Attacks: Poison, Rock Throwing, Stone Slinging
    Special Qualities: Darkvision 60-ft, Powerful Lift, Resistant Mind, Rock Armor, Rock Catching, Tremorsense 60-ft.
    Saves: Fort +13, Ref +12, Will +5 (+11 vs Mind-Affecting)
    Abilities: Str 24, Dex 19, Con 20, Int 2, Wis 12, Cha 7
    Skills: Climb +15, Hide +3 (+11 in mountains), Listen +5, Move Silently +5, Spot +14.
    Feats: Far Shot, Improved Precise Shot, Point Blank Shot, Precise Shot, Rapid Shot, Quick DrawB
    Environment: Warm Mountains
    Organization: Solitary, pair, or avalanche (4-16).
    Challenge Rating: 10
    Treasure: Incidental.
    Alignment: Always True Neutral.
    Advancement: 13-20 HD (Large) 21-36 HD (Huge).
    Level Adjustment: -.

    Atlas Mountain sniper spiders are feared creatures of the mountain peaks. Dwelling atop tropical mountains they hunt prey, and protect their territory, by launching volleys of boulders at their prey and foes, slinging rocks and stones to crush foes. Mountain sniper spiders are sometimes raised as guard beasts by storm giants and cyclopses who share their habitat, and even the rare stone giant that lives in warmer regions. These guard beasts are trained to act as boulder based artillery for their masters, slinging stone bullets down at foes, or tossing the heavier boulders at them.

    Even in the wild mountain sniper spiders use their specialized forelegs to catch and toss massive stones, or whip them at high speeds to sling smaller stones at enemies with extreme speed and force. They carry these rocks about in webbed nets, and a typical mountain sniper spider carries 6 boulders, and 30-40 stones suitable for slinging, at their lair they may have a significantly larger number of boulders within reach at all times.

    Combat:

    A mountain sniper spider fights by flinging boulders with its specialized forelegs. They prefer to avoid close combat, but if forced into melee will defend themselves with their poisonous bites. Although they are capable of making sticky webs with which to attach boulders to their bodies

    Poison (Ex): A mountain sniper spider's bite carries a paralytic poison as a last resort. If forced to engage in melee mountain sniper spiders will poison their foes and then crush them to a pulp afterwards with their carried boulders. A mountain sniper spider's poison has a Fort save DC of 21, initial damage of 1d8 Dex, and secondary damage of 10 minutes paralysis.

    Powerful Lift (Ex): A mountain sniper spider has the carrying capacity of a huge quadrupedal creature instead of a large one.

    Resistant Mind (Ex): A mountain sniper spider gains a +6 racial bonus on saving throws against mind-affecting effects.

    Rock Armor (Ex): The boulders a mountain sniper spider carries with it serve as a sort of make-shift armor. A mountain sniper spider gains an armor bonus to AC equal to the number of boulders carried webbed to their body (max +5) and may draw these boulders with quick-draw. This is considered light armor and has an Armor Check Penalty of -2, Max Dex of +4, and Arcane Spell Failure of 20%; each 2 less than 5 boulders carried reduces the ACP by 1, the ASF by 5%, and increases their Max Dex by +1, every boulder beyond 6 increases the ACP and ASF by 5%, reduces their Max Dex by 1, and if they carry at least 8 it is medium armor, and at least 12 it is heavy armor. Due to the camouflaging effects of the rocks this armor's ACP is not applied to hide checks in the mountains.

    Rock Catching (Ex): A mountain sniper spider can catch Small, Medium, or Large rocks (or projectiles of similar shape).

    Once per round, a mountain sniper spider that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The mountain sniper spider must be ready for and aware of the attack in order to make a rock catching attempt.

    Rock Throwing (Ex): Mountain sniper spiders are accomplished rock throwers and receive a +1 racial bonus on attack rolls when throwing rocks. A mountain sniper spider can hurl rocks weighing 40 to 50 pounds each (Small objects) up to five range increments with 140 ft range increments increased to 280 ft due to their Far Shot feat.

    Stone Slinging (Ex): Mountain sniper spiders' specialized forelimbs while able to throw boulders with surprising range and accuracy are actually designed to perform an almost whip like motion to sling small stones (~3 lbs, diminutive objects) at foes. Like with boulders they gain a +1 racial bonus on attack rolls with these weapons, but can throw them up to five range increments with 400 ft range increments increased to 800 ft due to their Far Shot feat. A mountain sniper spider at extreme ranges is an extremely deadly foe (and should have increased CR due to terrain advantage).

    Skills: Mountain sniper spiders have a +4 racial bonus on Listen checks and a +8 racial bonus on Climb and Spot checks. A mountain sniper spider can always choose to take 10 on Climb checks, even if rushed or threatened. A mountain sniper spider gains a +8 racial bonus on Hide checks within their native mountains.


    Quote Originally Posted by Illven View Post
    I regive permission.
    Spider, Army (Illvenid)
    Small Outsider (Extraplanar, Lawful)
    Hit Dice:3d8+6 (19 hp)
    Initiative: +7
    Speed: 50 ft (10 squares), climb 25-ft
    Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12
    Base Attack/Grapple: +3/+0
    Attack: Bite +7 melee (1d4+1 and poison) or web +7 ranged touch.
    Full Attack: Bite +7 melee (1d4+1 and poison) or web +7 ranged touch.
    Space/Reach: 5 ft/5 ft
    Special Attacks: Group Fighting, Poison, Web.
    Special Qualities: Darkvision 60-ft, Hivemind, Outsider Traits, Telepathy 300 ft, Tremorsense 60-ft.
    Saves: Fort +5, Ref +6, Will +5
    Abilities: Str 12, Dex 17, Con 15, Int 6, Wis 15, Cha 10
    Skills: Climb +17, Craft (any 2) +2 (+10 when related to building structures), Hide +9 (+13 in 'fortress'), Listen +12, Knowledge (architecture and engineering) +2 (+10 when related to construction or integrity of structures), Move Silently +7 (+11 in 'fortress'), Spot +12.
    Feats: Improved Initiative, Weapon Finesse
    Environment: Acheron.
    Organization: Scout band (3-12), warband (20-120), battalion (100-1000), or army (largest recorded was ~50,000,000).
    Challenge Rating: 2
    Treasure: Incidental.
    Alignment: Always Lawful Evil.
    Advancement: 4-6 HD (Small) 7-12 HD (Medium), 13-18 HD (Large).
    Level Adjustment: -.

    Army spiders, or as they are also called illvenids, are a scourge of life found upon the Eternal Battlefield of Acheron. Dwelling primarily upon the 2nd and 3rd lairs of the plane, they are genocidal, communal spiders with an iron-grey color. Illvenids are communal in the extreme, barely recognizing the concept of 'self' living solely for their 'army' as a group of illvenids is called. When two armies meet the illvenids will exterminate each other, and enslave the survivors, and as such many illvenid armies have a strict caste system with the native army in command, and those armies they have directly enslaved serving under them as expendable fodder, and in some cases those slaves will have their own enslaved armies. There is only one thing which has been known to prevent two illvenid armies from warring until the destruction and enslavement of the other army the presence of other creatures.

    Illvenids will not permit other creatures to live within their always expanding territory. The illvenids will exterminate absolutely any other creature they encounter expanding their territory to encompass that which the creature once controlled, even allying with other illvenid armies and allowing them movement through their territory for the task. When an illvenid inhabited cube crashes into another inhabited cube of Acheron the army spiders mad rush to expand into the new territory before it is lost is a bloody and horrible sight to see whichever side wins.

    Illvenids live for their drive to expand, exploit, and exterminate, constantly exploring for new regions to expand into. Illvenids build 'fortresses' like massive termite mounds out of any materials available plus their webs and spit to serve as control points across their territory. These fortresses house their nurseries and creches which contain their young and eggs, as well as massive hosts of warriors. These fortresses range from being constructed of adamantine, rusted weapons and armor, and stone, to being made from the bones of creatures the illvenids have slain.

    Illvenids do not speak any language, and while they have telepathy they do not use it to communicate with non-illvenids, typically ignoring any communications. Particularly intelligent (10+) illvenids know one of Common, Goblin, Infernal, or Orc, plus an additional one per point of Intelligence bonus. They do not use these languages to communicate, but merely to listen to the communications of their enemies. Illvenids will, on occasion, parley with rakshasa, baatezu, and rust dragons, due to these creatures possessing nigh invulnerability to the attacks of illvenids and a tendency to absolutely destroy illvenid armies that oppose them (single-handedly in the case of rust dragons).

    Some sages claim the first illvenids were petitioners who allowed themselves to be driven to genocidal excess by the call of patriotism, others claim they are just a natural manifestation of Acheron showcasing the desire to expand at the cost of all outside the group.

    Combat:

    Illvenids fight with surprising cunning and tactics, instinctively working with ambushes, booby traps, and any other way they may harry or destroy opposition. No illvenid will fight alone, in fact it is unheard of for an illvenid to willingly be out of hivemind range of at least 2 other illvenids except in dire circumstances. Illvenids prefer to swarm over a single foe, using their group fighting ability to bring them down.

    Group Fighting (Ex): An illvenid gains a +1 morale bonus to attack and melee damage against a creature for each other illvenid that has attacked it in melee since that creature's last turn up to a maximum bonus of the illvenid's hit dice.

    Hive Mind (Su): All illvenid within telepathy range of each other are in constant communication. If one is aware of a particular danger, they all are. If one in a group is not flat-footed, none of them are. No formian in a group is considered flanked unless all of them are. If an illvenid is in telepathy range of two illvenids who are not within telepathy range of each other it acts as a relay connecting them into the same hive mind (and so on).

    Poison (Ex): An illvenid's bite carries a dangerous poison. The Fortitude save (Con based) is DC 13, with an initial damage of 1d4 Str, Dex, and Con and 1 minute sickened, and a secondary damage of 1d6 Str, Dex, and Con and fatigue (until rested).

    Tremorsense (Ex): The range of an illvenid's tremorsense is doubled within an illvenid fortress.

    Web (Ex): An illvenid may spin webs as a web-spinning small monstrous spider. A single strand is strong enough to support the spider and one other small creature. They can throw a web eight times per day. 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 up to medium size. An entangled creature can escape with a successful Escape Artist check (DC 13) or burst it with a Strength check (DC 17). Both are standard actions. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus.

    Illvenids often create sheets of sticky webbing 10 feet square per illvenid working in their construction. 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 20 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. 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 the hit points given on the table, and sheet webs have damage reduction 5/.

    An illvenid can move across its own web at its climb speed and can pinpoint the location of any creature touching its web. Illvenids treat webs spun by fellow members of their army as their own web.

    Skills: Illvenids have a +4 racial bonus on Listen and Spot checks and a +8 racial bonus on Climb. An illvenid can always choose to take 10 on Climb checks, even if rushed or threatened. Illvenids use Dex in place of Str for the purposes of climb checks. An illvenid gains a +4 racial bonus to Hide and Move Silently within their fortresses, and a +8 racial bonus to all Craft or Knowledge (architecture and engineering) checks related to the construction or integrity of structures.

    Quote Originally Posted by NeoPhoenix0 View Post
    Yo Zaydos, You don't need my permission to use my persona as inspiration. Do whatever you want. If you want me to give you feedback about how I feel about something, I'll try to do so when I am not... In that state of mind... I sometimes wonder if a psychologist would find me interesting or extremely boring.

    edit: also don't feel the need to make more stuff for me cause I posted, you do you.
    Spider, Limbo
    Large Magical Beast (Chaotic, Extraplanar)
    Hit Dice:5d10+15 (42 hp)
    Initiative: +7
    Speed: 40 ft (8 squares), climb 20-ft
    Armor Class: 15 (-1 size, +3 Dex, +3 natural), touch 12, flat-footed 12
    Base Attack/Grapple: +5/+12
    Attack: Bite +7 melee (1d6+4 and poison)
    Full Attack: Bite +7 melee (1d6+4 and poison)
    Space/Reach: 10 ft/5 ft
    Special Attacks: Poison
    Special Qualities: Darkvision 60-ft, Far Stepping, Low-Light Vision, Resistance to Acid, Cold, Electricity, Fire, and Sonic 5, Warped Space.
    Saves: Fort +7, Ref +7, Will +2
    Abilities: Str 17, Dex 17, Con 16, Int 7, Wis 13, Cha 10
    Skills: Climb +11, Move Silently +11, Spot +4
    Feats: Ability Focus (poison), Improved Initiative.
    Environment: Limbo.
    Organization: Solitary, or cluster (2-5).
    Challenge Rating: 5
    Treasure: None.
    Alignment: Always Chaotic (usually neutral).
    Advancement: 6-8 HD (Large); 9-15 HD (Huge).
    Level Adjustment: -.

    Originally descended from phase spiders brought to the plane of Limbo, Limbo spiders have developed into a dangerous species of aggressive predator found in the ever-shifting chaos of the plane. Having lost their ability to step between worlds due to being on a plane unconnected to the Ethereal, Limbo spiders have developed the ability to warp space around them instead, using it to close with foes quickly and defensively to redirect attacks and magical energies towards their foes.

    Limbo spiders come in a wild variety of colors ranging from bright blues and reds to dull browns and a variety of patterns. In fact the splotches of color on Limbo spiders are said to never be the same on two spiders and change even on the same spider over a matter of hours or days at the most.

    Unlike phase spiders Limbo spiders may speak Slaad. It is very rare for a Limbo spider to know any other languages.

    Combat:

    Limbo spiders prefer to rush into combat, use their bite attack to inflict a foe with their confusing poison and then use their far step away again and let a band of enemies fight among themselves.

    Far-Stepping (Su): As a swift action a Limbo spider may warp space around them to teleport up to 400 ft. 1/day as a full-round action a Limbo spider may teleport 100d% miles in a random direction. Limbo spiders use this ability as an emergency escape measure.

    Poison (Ex/Su): A Limbo spider's poison is magically charged. They inject it with their bite and it has a Fort save DC of 17 (Con based, includes Ability Focus) and a primary damage of 1d8 Con and 1 minute Confusion and a secondary damage of 1d8 Con and 10 minute Confusion. In antimagic or a dead magic zone the confusion effect of their poison is negated.

    Warped Space (Su): A Limbo spider's presence warps space around itself defensively. Any attack or effect has a 20% chance of failing to affect a Limbo spider (in the case of continuous area effects this chance is applied each round) as it simply does not reach the spider. If an attack or targeted effect misses a Limbo spider due to this ability the Limbo spider may shunt it towards an adjacent creature or its own source as a free action. If this happens the effect affects the new target as if it had initially targeted them using the same attack roll.

    Skills: A limbo spider has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.

    Quote Originally Posted by illyahr View Post
    I'm still here.
    Monstrous Spider, Singing (Template)

    A singing monstrous spider is a variety of spider which has a series of grooves along its 2nd and 3rd pairs of legs and ridges along its thorax which allow it to create a cricket-like song by running its legs against its thorax. Singing spiders are as a rule hunting spiders as their music used to attract a mate and unnerve prey and predator alike would simply drive prey away from a web-spinner's lair.

    A small or larger singing spider gains the following ability:

    Frightening Song (Ex): A singing spider may, as a full round action, rub its legs along its thorax to create a song which unnerves and disturbs creatures. Any creature within range (see table below) must make a Will save (DC is Constitution based and shown on the table below) or be shaken for 2d6 rounds, or if they have no more than 1/2 the spider's hit dice be paralyzed with fear for 1d3 rounds and then shaken for 2d6 minutes. Multiple frightening songs, even those of different singing spiders, do not stack, and a creature which successfully saves against a singing spider's frightening song gains immunity to that singing spider's frightening song for 24 hours.

    Size Range Will save DC
    Small 15-ft 10
    Medium 20-ft 12
    Large 30-ft 13
    Huge 40-ft 16
    Gargantuan 60-ft 20
    Colossal 90-ft 28

    Singing spiders have other songs in the repertoire but the frightening song is the only one with a game mechanic effect.

    Singing spiders have +1 CR, or +2 if colossal.

    Singing Spiders as Familiars: A singing hairy spider (uses all stats as a hairy spider) may be taken as a familiar and if so grants its master a +2 bonus to Intimidate and Perform checks. A small singing spider may be taken as an improved familiar (requires level 4+) and grants its master the same bonus and whenever it is used to deliver a touch spell inflicts its poison on the target with a -4 to the save DC of the poison. A medium singing spider may be taken as an improved familiar at level 7+, and a large one at level 10+; these function as small singing spiders granting the same advantages.

    Quote Originally Posted by Draconium View Post
    Thrallherd and twin eleven maid thralls? Interesting...

    *resists temptation to make a BBEG using that build*

    Oh, and Zaydos, if you feel like you have any other ideas based off of me, feel free to make them. I'm extremely pleased with what I already have, but if it boosts your creativity and/or keeps you busy until more tributes arrive, I wouldn't mind more...
    Spider, Hoard Guardian Swarm
    Diminutive Magical Beast (Swarm)
    Hit Dice:10d10+10 (65 hp)
    Initiative: +5
    Speed: 30 ft (6 squares), climb 30-ft
    Armor Class: 19 (+4 size, +5 Dex), touch 19, flat-footed 14
    Base Attack/Grapple: +8/-
    Attack: Swarm (2d6 and poison)
    Full Attack: Swarm (2d6 and poison)
    Space/Reach: 10 ft/0 ft
    Special Attacks: Distraction, Poison
    Special Qualities: Acid Immunity, damage reduction 5/magic, darkvision 60-ft, immune to weapon damage, mindless, swarm traits, tremorsense 30-ft.
    Saves: Fort +7, Ref +11, Will +2
    Abilities: Str 1, Dex 21, Con 12, Int -, Wis 10, Cha 2
    Skills: Climb +13, Hide +17 (+27 in hoard), Listen +4, Spot +4.
    Feats: -
    Environment: Temperate and Warm Forests and Marshes (occasionally Deserts and Mountains as well)
    Organization: Solitary, or tangle (24 swarms).
    Challenge Rating: 5
    Treasure: Double standard when not encountered within the treasure of another creature.
    Alignment: Always True Neutral.
    Advancement: None.
    Level Adjustment: -.

    Hoard guardian spiders are a variety of small, about coin sized, monstrous spiders believed to have been bred into existence by dragon biomancers. Gold, silver, or coppery in color these diminutive spiders hide within the hoards of dragons seeming to be instinctively drawn to them, and they will attack any non-dragon that wanders too close to their nest. This, coupled with their poison's most definitely unnatural effect, dragons' immunity to it, and their own immunity to acidic attacks has led many sages to theorize they were designed by green dragons* as a means of protecting their lairs.

    Whatever the truth behind it, hoard guardian spiders exist in a mutualistic relationship with many green and black dragons, the dragon bringing carcasses to the horde of spiders and the spiders attacking any adventurers foolish enough to attempt to sneak into the dragon's lair to rob it while it is away. Even if the spiders fail to kill the adventurers, the aurophobia induced by their poison is often enough to prevent intrepid adventurers from looting the hoard, and the wealth they drop out of fear can even be used to augment it.

    Even so compared to the dragons whose hoards they protect these creatures are barely nuisances, little biting things that wear away at foes, but even a minor nuisance can be deadly when attempting to fight a dragon. What's worse for would be baby slayers some green dragons that do not care to watch over their young directly have taken to leaving their clutches with a small hoard of copper and a swarm of these spiders. Adventurers prepared to slay hatchlings are often not prepared to deal with a swarm at the same time. Furthermore reports of fire and electricity immune breeds being used by red and blue dragons respectively have reached my ears. There are even rumors of ice immune breeds but I have yet to find any substantiated proof.

    -Zasper, the Dragon Sage.

    *: A certain dracolich claims to have created them during Erutnevda's Necrobotany Wars which ended its Age of Biomancy but without outside confirmation I choose not to believe self-aggrandizing dracoliches.


    Combat:

    A hoard guardian swarm fights much like a regular spider swarm, although they will rarely pursue prey too far beyond line of sight to their lair. Their swarm attacks deal 2d6 damage.

    Distraction (Ex): Any living creature that begins its turn with a hoard guardian spider swarm in its space must succeed on a DC 16 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

    Poison (Ex/Su): Injury, Fortitude DC 16, initial and secondary damage 1d6 Str and 2d6 acid damage (fire immune and electricity immune swarms deal fire and electricity instead respectively) in addition a failure induces aurophobia for 1 minute (initial) or 1 hour (secondary). The save DC is Constitution-based. The energy damage and aurophobia are supernatural in nature and the aurophobia is a mind-affecting fear effect.

    Any creature suffering aurophobia from this effect develops an intense fear of gold, silver (including alchemical), copper, and platinum, as well as gems and jewels of all sorts. They will not touch such objects, and if carrying them immediately divest themselves of them as quickly as possible. In addition they become frightened whenever within 5-ft of at least 20 lbs of such objects (1000 coins), and shaken as long as they can see any such object.

    Skills: A hoard guardian spider swarm has a +4 racial bonus on Move Silently and Spot checks and a +8 racial bonus on Climb checks. It uses its Dexterity modifier instead of its Strength modifier for Climb checks. It can always choose to take 10 on a Climb check, even if rushed or threatened. When within a pile of coins a hoard guardian spider swarm gains a +10 racial bonus to Hide checks.

    Quote Originally Posted by Jormengand View Post
    Oh, you can send me around as many times as you like, too.
    Ettercap, Curse-Weaver
    Medium Aberration
    Hit Dice: 6d8+12 (39 hp)
    Initiative: +3
    Speed: 30 ft. (6 squares), climb 30 ft.
    Armor Class: 15 (+3 Dex, +2 natural), touch 13, flat-footed 12
    Base Attack/Grapple: +3/+5
    Attack: Bite +6 melee (1d8+2 plus poison)
    Attack: Bite +5 melee (1d8+2 plus poison) and 2 claws +3 melee (1d3+1)
    Space/Reach:
    5 ft./5 ft.
    Special Attacks: Curse, poison, web
    Special Qualities: Low-light vision, spell resistance 16.
    Saves: Fort +6, Ref +5, Will +7
    Abilities: Str 14, Dex 17, Con 15, Int 8, Wis 15, Cha 14
    Skills: Climb +10, Craft (trapmaking) +6, Hide +9, Listen +4, Spot +8
    Feats:
    Ability Focus (curse), Great Fortitude, Multiattack
    Environment: Warm forests
    Organization: Solitary, or troupe (1-2 plus 3-6 regular ettercaps plus 412 Medium monstrous spiders)
    Challenge Rating:
    4
    Treasure: Standard
    Alignment: Usually neutral evil
    Advancement: By character class
    Level Adjustment: +5

    Curse-weaver ettercaps are dangerous sports and mutants occasionally born to regular ettercaps. More intelligent than their kin with a much greater force of spirit, these ettercaps have the mystical ability to weave dreadful curses and inflict them on others. They naturally gravitate towards positions of power when they are accompanied by other ettercaps, their natural abilities and superior persuasiveness making them a natural for the position.

    Even more so than regular ettercaps a curse-weaver relishes the taste of still-living flesh, and especially the horror and terror felt by conscious creatures as they are eaten.

    Curse-weaver ettercaps speak Common.

    Combat:

    Curse-weaver ettercaps are wary of melee combat like any of their kindred even though they know that they may rely upon their curse and are thus a little less hesitant than most. Still they prefer to avoid remaining within melee range of one they have cursed fleeing back again as soon as possible unless it has been rendered incapable of movement by their web or poison.

    Curse (Su): A curse-weaver ettercap can naturally weave curses. 1/round they may simulate the effects of a bestow curse spell (DC 15, Charisma based) with a touch, or upon a successful claw (but not bite) attack. The curses bestowed this way last only 30 minutes, and are automatically removed with a Bestow Curse or Break Enchantment spell.

    Poison (Ex): Injury, Fortitude DC 17, initial damage 1d6 Dex, secondary damage 2d6 Dex. The save DC is Constitution based and includes a +2 racial bonus.

    Web (Ex):A curse-weaver ettercap can throw a web ten times per day. 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 Large size. The web anchors the target in place, allowing no movement.

    An entangled creature can escape with a DC 15 Escape Artist check or burst the web with a DC 19 Strength check. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus. The web has 6 hit points, hardness 0, and takes double damage from fire.

    Curse-weaver ettercaps can also create sheets of sticky webbing from 5 to 60 feet square. They usually position these to snare flying creatures but can also try to trap prey on the ground. 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 6 hit points, hardness 0, and takes double damage from fire.

    A curse-weaver ettercap can move across its own sheet web at its climb speed and can determine the exact location of any creature touching the web.

    Skills: Curse-weaver ettercaps have a +4 racial bonus on Craft (trapmaking), Hide, and Spot checks. They have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.
    Last edited by Zaydos; 2016-09-08 at 08:23 PM.
    Peanut Half-Dragon Necromancer by Kurien.

    Current Projects:

    Group: The Harrowing Halloween Harvest of Horror Part 2

    Personal Silliness: Vote what Soulknife "Fix"/Inspired Class Should I make??? Past Work Expansion Caricatures.

    Old: My homebrew (updated 9/9)