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Huge Wood Spider

by Jamie Baty

DMR2 101
Small Vermin
Hit Dice: 1d8+3 (7 hp)
Initiative: +2 (+2 Dex)
Speed: 40 ft. (8 squares), climb 20 ft. (4 squares)
Armour Class: 14 (+1 size, +2 Dex, +1 natural), touch 13, flat-footed 12
Base Attack/Grapple: +0/-5
Attack: Bite +3 melee (1d6 -1 plus poison)
Full Attack: Bite +3 melee (1d6 -1 plus poison)
Space/Reach: 5 ft./0 ft.
Special Attacks: Poison
Special Qualities: Darkvision 60ft.
Saves: Fort +5, Ref +2, Will +1
Abilities: Str 8, Dex 15, Con 16, Int -, Wis 12, Cha 2
Skills: Climb +15, Hide +15, Jump +12, Listen +3, Move Silently +3, Spot +11
Feats: Weapon Finesse
Environment: Any forests
Organisation: Solitary, Pair, Brood (2-5), or Nest (5-20)
Challenge Rating: 1
Treasure: Standard
Alignment: Always neutral
Advancement: 2 HD (Small); 3 HD (Medium)
Level Adjustment: -

Huge wood spiders live in areas of dark, tangled woodlands. These spiders are three feet long, have long legs, and are green with irregular brown stripes. These allow them to blend in with the surrounding foliage. They have sticky pads on their feet which they use to cling to the sides of trees and even the undersides of branches. While searching for prey, huge wood spiders lurk in the branches of trees, waiting to leap down on any passing creature.
Their bite delivers a mild poison which inflicts an additional damage and makes the sluggish. Wood imps use these spiders as mounts and extract their poison to envenom weapons.
Only wood imps can control the spiders enough to get them to secrete the venom, and venom cannot be extracted from a dead spider.

Combat
Wood spiders favour ambush tactics, and will leap at foes they ambush. While they will attack anything, they will quickly flee if overmatched.

Poison (Ex): Any creature bitten by a huge wood spider must make a Fortitude save vs DC14 (Con based) or be poisoned. Wood spider venom causes 1d4 Con and Dex damage initially, and 1d6 Dex secondary damage.

Vermin Traits: Vermin are mindless - they have no intelligence score and are immune to all mind-affecting effects. They have no sense of morality and are always neutral. They have 60ft. darkvision and any treasure they possess (which is usually none) consists of the property of former victims.

Skills: Huge wood spiders have a +8 racial bonus on Hide and Spot, a +12 racial bonus on Climb and Jump checks. A sand spider can always choose to take 10 on Climb checks, even if rushed or threatened. Sand spiders use either their Strength or Dexterity modifiers for Climb checks, whichever is higher.

Carrying Capacity: A huge wood spider can carry 26 lb. or less as a light load, 27-53 lb. as a medium load and 54-80 lb. as a heavy load.