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Revision as of 00:44, 6 December 2017

Spider Swarm (CR 3)

Neutral - Diminutive - Swarm (Vermin)
Lore: K. (Dungeoneer)
6 21
Basic DC Full DC
Initiative
Initiative Icon 2.png
5
Perception:
15 +5
Passive Active
Ambush:
10+
on a d20

Senses:

Movement Types:

Defense

AC
Shield Icon 3.png
18
Man Def
Shield Icon 3.png
17
Monster Health
51 25 4
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +6
Refl: +6
Will: +0

Strong Against:

  • (Mindless) Immune (no effect): all mind-affecting effects (charms, compulsions, fear, morale effects, patterns, and phantasms)
  • (Swarm 1) Hardened (½ damage): slashing (physical, common), piercing (physical, common)
  • (Swarm 2) Immune (no effect): Critical Hits and Flanking
  • (Swarm 3) Immune (no effect): any attack that targets Maneuver Defense
  • (Swarm 4) Immune (no effect): any spell that targets a specific number of creatures, except mind-affecting spells (if this creature has an Int score).
Weak Against:

Offense

Size: Diminutive
1 ft. 0 ft.
Space Reach
To-Hit
+6
Sword Icon 3.png
Man Off
+5
Sword Icon 3.png
Action
0
Points

Standard Attack (Melee):

  • 1x Overrun +6 (1d10+2/x2)
    as undefined damage type
    plus Spider Venom and Distraction

Full Attack (Melee):

  • 1x Overrun +6 (1d10+2/x2)
    as undefined damage type
    plus Spider Venom and Distraction

Standard Attack (Ranged):

Full Attack (Ranged):

Siege Damage: Not siege capable

Statistics

1
STR
17
DEX
10
CON
Expression error: Unrecognized punctuation character "&".
INT
10
WIS
2
CHA

Skills:

Languages:

Feats:

Special Abilities

Spider Venom (Ex)

Any damage inflicted by a Spider Swarm has a chance to inflict a weak poison:

Spider Venom (Injury vector; Tainted intensity)
Fort DC ; Frequency: 1/rounds for 3 rounds
Effect: STR dilution and non-lethal damage per interval; Fruition: -
Distraction (Ex)

Any living creature that takes damage from a swarm must make a Fortitude save, DC , or become Afflicted. If the creature makes the save, they are instead Sickened. If they take damage on any following round while still Sickened or Afflicted, they must make another DC Fortitude save, or move up one step on the Status Array. While sharing a space with the swarm, you cannot get rid of the Sickened condition. At the end of any round in which you are outside of the swarm, you may make another DC Fortitude save to attempt to move down a step on the status array. (While outside of the swarm's space, you cannot go up on the status array if you fail the save, you simply remain at the status you currently have.)

Nauseated ==> Afflicted ==> Sickened
In addition, spellcasting or concentrating on spells within the area of a swarm requires a Caster Check against the swarm's Maneuver Defense of . Using skills that involve patience and concentration require a DC Will save.
Spider Swarm

Spider Swarm

Massive swarms of spiders are occasional hazards encountered in dark and abandoned places. Individual spiders of this size are of no threat whatsoever to an adventurer, although they can still give one a good startle. Several thousand spiders packed atop one another in a seething mass of scuttling legs and poisonous fangs?

That's enough to threaten any adventurer and startle just about anybody.

Combat Tactics

Spider swarms wish to engulf you. They will charge as fast as they can to get into the space of their prey. About the only 'tactic' they use is their fondness for crawling on ceilings. Whenever possible a spider swarm will crawl up to a ceiling and drop onto victims as a sudden rain of leggy creepy crawlers. Bleah.

Multiple swarms can move into, stop and occupy spaces that other swarms occupy. However, no more than two swarms can inflict damage or effects on a single target.

Out of Combat

Spider swarms can live nearly anywhere — in forests, shrubbery, amidst crops, basically anywhere that food is likely to pass nearby. They prey on any animals or humanoids that come too close, and only require such a meal about once a week, thought they'll always save some for later, in their rather prodigious webs.

Rewards

XP: 800

Treasure: Sellable Goods worth 813 gp.

Weight: 30 lbs.     Volume: 1.2 cu. ft.

Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.

Table 1: Remnant(s) Found
1 - 10 Nothing Found
11 - 14 1 Languid Remnant (tier 1)
15 - 17 1 Pale Remnant (tier 2)
18 - 19 1 Bright Remnant (tier 3)
20 Roll on Table 2
### Nothing to see here!
### Or here. Move along.
Table 2: Remnant(s) Found
1 - 5 3 Languid Remnants (tier 1)
6 - 10 3 Pale Remnants (tier 2)
11 - 14 1 Intense Remnant (tier 4)
15 - 17 1 Blazing Remnant (tier 5)
18 - 19 1 Vital Remnant (tier 6)
20 Roll on Table 3
### Or here. Move along.
Table 3: Remnant(s) Found
1 - 5 3 Bright Remnants (tier 3)
6 - 8 3 Intense Remnants (tier 4)
9 - 11 3 Blazing Remnants (tier 5)
12 - 14 3 Vital Remnants (tier 6)
15 - 17 1 Prime Remnant (tier 7)
18 - 19 1 Mythic Remnant (tier 8)
20 1 Empyrean Remnant (tier 9)