Friday, July 10, 2015

Squirrel Spider

Squirrel Spider
Hybrid Animal
Hit Dice: 1D8 (4 HP)
Initiative: +3 (+3 DEX)
Speed: 30 Ft (6 Squares), Climb 20 Ft
Armor Class: 15 (+3 Size, +2 DEX)
Touch AC: 15
Flat-Footed AC: 12
Base Attack/Grapple: +0/-6
Attack: Bite +4 Melee (1D3-4 and Poison)
Full Attack: Bite +4 Melee (1D3-4 and Poison)
Space/Reach: 2½ Ft X 2½ Ft/0 Ft
Special Attacks: --
Special Qualities: Darkvision 60 Ft, Scent, Tremorsense 60 Ft, Vermin Traits
Saves: Fort +2, Ref +4, Will +1
Abilities: STR 7, DEX 17, CON 10, INT 2, WIS 12, CHA 2
Skills: Balance +10, Climb +12, Jump -2*, Move Silently +10, Search +10, Spot +4
Feats: Weapon Finesse (Bite)
Environment: Any land
Organization: Solitary (1), Colony (1D4+1), Swarm (1D6+5) or Group (2D8)
Challenge Rating: ½
Alignment: Always Neutral
Advancement: --
Level Adjustment: --
    This is a fairly common species found in almost any clime or terrain, but most commonly referring to tree-living species. These statistics can be used for any kind of squirrel spider, whether they have Venom, or Web, or not. Most species have both. If the Squirrel Spider does not have these, lower the CR appropriately. No web, CR ⅓, no poison ¼, and neither web nor poison ⅕. Squirrel spiders typically live on a diet of nuts, berries, and insects.
Combat:
Poison (Ex): A Squirrel Spider can have a poisonous bite. The details vary by the spider’s size, as shown on the table below. The save DCs are Constitution-based. The indicated damage is initial and secondary damage.
Web (Ex): Squirrel Spiders often wait in their webs or in trees, then lower themselves silently on silk strands and leap onto prey passing beneath. A single strand is strong enough to support the Squirrel Spider and one creature of the same size. Web-spinners 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 one size category larger than the spider. An entangled creature can escape with a successful Escape Artist check or burst it with a Strength check. Both are standard actions whose DCs are given in the table below. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus.
    Web-spinners often create sheets of sticky webbing from 5 to 60 feet square, depending on the size of the spider. 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/—.
    A Squirrel Spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.
Tremorsense (Ex): A Squirrel Spider can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with the spider’s webs.
Skills: Skills: Squirrel Spiders receive a +4 racial bonus to Hide, Move Silently, Search, and Spot checks and a +8 racial bonus to Climb and Balance checks. They use their Dexterity modifier for Climb checks. A Squirrel Spider can always choose to take 10 on Climb checks, even if rushed or threatened. Squirrel Spiders use either their Strength or Dexterity modifier for Climb checks, whichever is higher. *Hunting Squirrel Spiders have a +10 racial bonus on Jump checks and a +8 racial bonus on Spot checks. Web-Spinning Squirrel Spiders have a +8 racial bonus on Hide and Move Silently checks when using their webs.
    These creatures operate on instinct, driven by simple needs such as food and reproduction. Except where noted, vermin attack only when hungry or threatened.
Vermin Traits: Vermin possess the following traits (unless otherwise noted in a creature’s entry).
Mindless: No Intelligence score, and immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
•Darkvision out to 60 feet.
Alignment: Always neutral. Vermin are not governed by a human sense of morality.
Treasure: Vermin generally possess no treasure. For those that do, this treasure consists of possessions formerly owned by a creature that the monster has killed.

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