Dune Spider by Paladin
Huge Animal
Hit Dice: 4d8+32 (50 hp)
Initiative: +2 (+2 Dex)
Speed: 30 ft. (6 squares)
Armor Class: 14 (-2 size, +2 Dex, +4 natural), touch 10, flat-footed 12
Base Attack/Grapple: +3/+22
Attack: Bite +12 melee (2d6 +11)
Full Attack: Bite +12 melee (2d6 +11) and claw +7 melee (1d8 +5)
Space/Reach: 15 ft./10 ft.
Special Attacks: Frightful presence, poison, pounce
Special Qualities: Low-light vision, tremorsense
Saves: Fort +12, Ref +8, Will +1
Abilities: Str 33, Dex 15, Con 27, Int 2, Wis 10, Cha 10
Skills: Listen +4, Spot +3
Feats: Lightning Reflexes,Snatch

Environment: Warm deserts
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 5-8 HD (Huge); 9-12 HD (Gargantuan)
Level Adjustment: -


Arachnid scourge of desert caravans, the dune spider is a predator to be feared.

Dune spiders received their name due to their deceptive appearance. Without close inspection, a dune spider appears to be a large hill of light-brown sand with eight scrubby pieces of vegetation at its sides. Even the spider's eyes are colored a shade of tan. Perhaps the characteristic of the dune spider that gives its true identity away more often than any other feature are its two black, dagger-like fangs each roughly the size of a full-grown man's hand when the spider has reached adulthood.

Dune spiders are not very selective regarding the prey they attempt to catch, although adults of the species tend to ignore potential prey that is smaller than an adult sheep and shy away from attempting to catch prey larger than a small dragon. Dune spiders appear to have a particular taste for donkeys and camels, as well as the people who might be traveling along with them. When not engaged in battle, a dune spider usually lies motionlessly waiting to ambush another victim.

Dune spiders are thankfully relatively rare, and do not travel away from warm deserts., Dune spiders received their name due to their deceptive appearance. Without close inspection, a dune spider appears to be a large hill of light-brown sand with eight scrubby pieces of vegetation at its sides. Even the spider's eyes are colored a shade of tan. Perhaps the characteristic of the dune spider that gives its true identity away more often than any other feature are its two black, dagger-like fangs each roughly the size of a full-grown man's hand when the spider has reached adulthood.

Dune spiders are not very selective regarding the prey they attempt to catch, although adults of the species tend to ignore potential prey that is smaller than an adult sheep and shy away from attempting to catch prey larger than a small dragon. Dune spiders appear to have a particular taste for donkeys and camels, as well as the people who might be traveling along with them. When not engaged in battle, a dune spider usually lies motionlessly waiting to ambush another victim.

Dune spiders are thankfully relatively rare, and do not travel away from warm deserts.

Combat
Dune spiders are ambush predators that may wait motionlessly for days until it senses the movement of potential prey. Once potential prey is spotted, the dune spider will wait until the creature is within pouncing distance (e.g., 15 feet for an adult spider). When the spider is prepared, it attempts to leap upon its victim, clawing at it and biting with its impressive fangs. If it suceeds in biting its prey, the spider's venom will do 2d6 damage to the victim unless the creature makes a Fortitude save per bite.


Frightful Presence (Ex): This special quality makes a creature’s very presence unsettling to foes. It takes effect automatically when the creature performs some sort of dramatic action (such as charging, attacking, or snarling). Opponents within range who witness the action may become frightened or shaken. Actions required to trigger the ability are given in the creature’s descriptive text. The range is usually 30 feet, and the duration is usually 5d6 rounds. This ability affects only opponents with fewer Hit Dice or levels than the creature has. An affected opponent can resist the effects with a successful Will save (DC 10 + 1/2 frightful creature’s racial HD + frightful creature’s Cha modifier; the exact DC is given in the creature’s descriptive text). An opponent that succeeds on the saving throw is immune to that same creature’s frightful presence for 24 hours. Frightful presence is a mind-affecting fear effect.
Poison (Ex): Poison attacks deal initial damage, such as ability damage (see page 305) or some other effect, to the opponent on a failed Fortitude save. Unless otherwise noted, another saving throw is required 1 minute later (regardless of the first save’s result) to avoid secondary damage. A creature’s descriptive text provides the details.A creature with a poison attack is immune to its own poison and the poison of others of its kind.The Fortitude save DC against a poison attack is equal to 10 + 1/2 poisoning creature’s racial HD + poisoning creature’s Con modifier (the exact DC is given in the creature’s descriptive text).A successful save avoids (negates) the damage.
Pounce (Ex): When a creature with this special attack makes a charge, it can follow with a full attack

  • including rake attacks if the creature also has the rake ability.
    Tremorsense (Ex): A creature with tremorsense is sensitive to vibrations in the ground and can automatically pinpoint the location of anything that is in contact with the ground. Aquatic creatures with tremorsense can also sense the location of creatures moving through water. The ability’s range is specified in the creature’s descriptive text.

    Society
    Dune spiders are generally solitary creatures, and adult spiders meet up with one another only to mate. After the creatures mate, a fight usually commences in which the female spider more often than not kills its mate, and drains the male's body for the life-giving fluids that sustain the mother during its pregnancy. Dune spiders usually give birth to 3-4 live young that are protected by the mother until about one year old, when the mother forcefully requires her young to fend for themselves.

    This creature has not yet been play tested.
    This is not a kender type creature.

     



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