Colossal Spider: Difference between revisions

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Each time the colossal spider successfully bites a creature, that creature must make a Fortitude save, DC 25, or become poisoned.
Each time the colossal spider successfully bites a creature, that creature must make a Fortitude save, DC 25, or become poisoned.


:* Greater Poison - Injury; save Fort DC 25; frequency 1/round for 10 rounds; effect 4d6+2 non-lethal hit points, 2d6 Str; cure 2 consecutive saves. The save DC is Constitution-based.
:* Greater Poison - Injury; save Fort DC 25; frequency 1/round for 10 rounds; effect 4d6+2 non-lethal hit points, 2d4 Str; cure 2 consecutive saves. The save DC is Constitution-based.





Revision as of 00:16, 20 February 2016


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Colossal Spider (CR 17)

Colossal spiders are, as their name suggests, really big spiders. They are somewhat rare, since they require quite a bit of food, and are most frequently seen immediately after they have hatched, typically in a group with their kin. These outbreaks of colossal spiders tend to terrorize the region for a few days to a week, until the spiders turn on each other for food. IN the meantime, however, local wildlife, villages and any communities not able to establish a vigorous defense are at high risk of being annihilated.

Colossal spiders stand 20 to 25 feet tall, and their legs can span as wide as 50 feet, though when walking, they are usually around 25 feet apart. Colossal spiders, despite their prodigious size, tend to prey on size medium creatures almost exclusively, only tackling larger prey when smaller prey is unavailable. A typical colossal spider will eat 5 to 10 medium-sized creatures per day, given the opportunity, though they can subsist on only 3-4 per week, if necessary.

One peculiarity of colossal spiders is that they are intelligent, and some are even capable of speech. It is unclear if this is a form of mimicry, meant to attract prey, or actual communication. It is thought that colossal spiders actually originate from the fey courts of the First World, and that this origin is the reason for their unusual ability to speak.


GENERAL

CR 17 Hit Dice 26

XP 102,400

NE Colossal Vermin

Init +7; Senses Low-Light Vision 240 ft., Perception +26


DEFENSE

AC 39, touch 23, flat-footed 34 (+10 armor, +5 dex, +7 natural, +7 deflection)

hp 426

Fort +20, Ref +16, Will +16

Aura: -

SR: -

Special Defenses: DR 10/Cold Iron, ER 54/Acid

Immunities: Poison

Weaknesses: -


OFFENSE

Speed 60 ft., Greater Climb 60 ft.

Space / Reach: 25 ft. / 25 ft.

Single Melee Bite +28 (3d8+19/x2) plus Greater Poison

Full Melee 2x Bite +28 (3d8+19/x2) plus Greater Poison

Ranged none, but see Poison Spray

Special Attacks Greater Poison, Poison Spray, Web

Action Points 0


STATISTICS

Str 30, Dex 17, Con 25, Int 8, Wis 11, Cha 14

Base Atk +17; CMB +28; CMD 35

Feats -

Skills Acrobatics +26

Languages Umbral, Common (both languages in older spiders only; young spiders can understand, but only mimic)


SPECIAL ABILITIES

Greater Poison

Each time the colossal spider successfully bites a creature, that creature must make a Fortitude save, DC 25, or become poisoned.

  • Greater Poison - Injury; save Fort DC 25; frequency 1/round for 10 rounds; effect 4d6+2 non-lethal hit points, 2d4 Str; cure 2 consecutive saves. The save DC is Constitution-based.


Poison Spray

As a standard action, the colossal spider may spray a 25-foot diameter mist of poison. The area of this spray must begin in a square adjacent to the spider (cone area of effect). Creatures in the area may make a Reflex save, DC 25, to try to avoid the worst of the effects. Those who fail the save take 9d6 points of acid damage and must make a Fortitude save against Greater Poison (see above). Those who succeed on the save take only half damage and gain a +4 bonus to their Fortitude save to resist the poison.

Colossal spiders have exactly enough ER to ignore the acid damage from Poison Spray.


Web

Once per round as a swift action, the colossal spider may select a 3x3 square (15-foot diameter) within 100 feet to fill with a sticky web. Any creature in the radius must make a Reflex save, DC 25, or become Immobilized and Entangled. Those who succeed on the save are only Entangled. The Immobilized condition can be broken by using a move action to make an Escape Artist check, DC 31. The Entangled condition lasts until the end of any turn in which the creature is not in a space filled with webbing.

The colossal spider is immune to the effects of the web.


TREASURE

sell value of approximately 26,667 gp


COMBAT TACTICS

Despite being quite bright for vermin, colossal spiders are only successful predators because of who powerful they are. They rarely attempt to ambush (given their size, this is not surprising), and mostly just charge their prey, slowing them with webs, and attempting to bite and poison them to death.

Their poison is extremely nasty, and can quickly take down their prey.

They will use poison spray in any round where a full attack is unlikely or when they can strike 3 or more creatures with it.

Colossal spiders will run from a fight if it becomes obvious they cannot win.