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Planar Spiderby Jamie Baty
MA, RC 206
Medium Magical Beast (Extraplanar)
Hit Dice: 5d10+10 (37 hp)
Initiative: +6 (+2 Dex, +4 phasing)
Speed: 40 ft. (8 squares), climb 25 ft. (5 squares)
Armour Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
Base Attack/Grapple: +5/+6
Attack: Bite +7 melee (2d6 +1 plus poison)
Full Attack: Bite +7 melee (2d6 +1 plus poison)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Poison
Special Qualities: Darkvision 60ft., low-light vision, phasing
Saves: Fort +6, Ref +6, Will +3
Abilities: Str 13, Dex 15, Con 14, Int 12, Wis 14, Cha 12
Skills: Bluff +3, Climb +10, Diplomacy +3, Gather Information +3, Hide +3, Jump +4, Knowledge (the planes) +5, Listen +8, Move Silently +4, Sense Motive +3, Spot +8
Feats: Dodge, Weapon Finesse
Environment: Ethereal, Deep Ethereal and Astral Planes; Any on Prime Material
Organisation: Solitary, Pair, String (2-5), or Nest (5-20)
Challenge Rating: 4
Treasure: Standard coins and gems, double magic items
Advancement: 6-12 HD (Medium) or by character class
Level Adjustment: +3
The planar spiders are intelligent, plane-travelling arachnids that have a vast, but odd, civilisation. They can travel both astrally and ethereally and thus can easily move among the planes. Some sages speculate that planar spiders might be related to phase spiders, but there is no definitive proof for this theory.
Their home plane is almost certainly a Deep Ethereal demiplane, but it is entirely unknown and no traces of their cities have ever been discovered. Travelling planar spiders describe the plane as a place with cities lovingly crafted from imperishable white webs. Any planar spider encountered away from its home plane is a veteran traveller who speaks Common and at least one other demihuman language. There are many different nations of planar spiders, just as there are many different nations of humans and demihumans. Planar spiders from the nation of Chak are those most often encountered in and around Mystara.
Planar spiders are as unpredictable as humans but rarely attack adventurers without provocation, preferring instead to attempt to communicate with any creatures they meet in order to determine the strangers' intentions. On the other hand, some wandering groups of planar spiders ("Black Chak") are thieves or bandits who seek riches by any means, fair or foul.
In combat, a planar spider flits between planes to confuse foes. A planar spider will often attempt to flank opponents through use of their phasing ability, attack, and then become ethereal before its opponent has a chance to strike back. Their favourite tactic is to appear behind their opponents. If overmatched, a planar spider flees off plane. If caught on the Astral or Ethereal planes and escape is not possible, planar spiders will usually fight to the death.
Poison (Ex): A planar spider has a poisonous bite. The save DCs is Constitution-based. The initial and secondary damage is 1d6 Con (DC 14 Fort.
Phasing (Su): A planar spider can shift to the Astral or Ethereal Plane from the Material Plane as a free action, and shift back again as a move action (or during a move action). The ability is otherwise similar to ethereal jaunt (caster level 15th). This phasing ability grants the planar spider a +4 bonus to initiative.
Skills: Planar spiders have a +2 racial bonus on Jump, Listen, 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.
Planar Spider Advancement
Planar Spiders usually advance by gaining Magical Beast HD. These advanced planar spiders are often leaders. However, some planar spiders have developed spellcasting abilities and will have class levels in cleric, wizard or sorceror. Planar spider clerics may choose two of the following domains: Knowledge, Magic, or Travel.