Deadly Spider: Difference between revisions

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[[Category:Epic Path]]
{{Template:Monster
[[Category:Bestiary]]
| CR = 3
[[Category:CR 3]]
* ''Go back to the [[Epic Path]] page.''
* ''Go back to the [[Bestiary]] page.''


| MonsterName = Spider Swarm


[[Image:spider_swarm_1.png|584px|right|xx]]
| Image = spider_swarm_1.png
  <!--Value: file name and extension only (e.g. "monster_picture.jpg")-->


== Spider Swarm (CR 3) ==
| Role =  
Massive swarms of spiders are occasional hazards encountered in dark and abandoned places.  Individual spiders of this size are of no threat whatsoever to an adventurer, although they can still give one a good startle.  Several thousand spiders packed atop one another in a seething mass of scuttling legs and poisonous fangs?
  <!--Values: Heavy, Killer, Leader, Minion, Shooter, Sneak, Tank, Threat, Villain, or leave blank-->


That's enough to threaten any adventurer and startle just about anybody.
| Description = Massive swarms of spiders are occasional hazards encountered in dark and abandoned places.  Individual spiders of this size are of no threat whatsoever to an adventurer, although they can still give one a good startle. Several thousand spiders packed atop one another in a seething mass of scuttling legs and poisonous fangs?


: That's enough to threaten any adventurer and startle just about anybody.


=== GENERAL ===
| Alignment = Neutral
'''CR''' 3  '''Hit Dice''' 4
  <!--Values: Lawful Good, Lawful Neutral, Lawful Evil, Neutral Good, Neutral, Neutral Evil, Chaotic Good, Chaotic Neutral, Chaotic Evil-->


'''XP''' 800
| Size = Large
  <!--Values: Fine, Diminutive, Tiny, Small, Medium, Large, Huge, Gargantuan, Colossal, Titanic-->


N Tiny Swarm (Vermin)
| Type = Swarm
  <!--Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin-->


'''Init''' +2; '''Senses''' darkvision 60 ft., tremorsense 30 ft., Perception +5
| Subtype = Vermin
  <!--If any-->


| NudgeInit =
  <!--CR 3 INITIATIVE = +2 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->


=== DEFENSE ===
| Senses = [[Standard Darkvision]] 60 ft., Tremorsense 30 ft.
'''AC''' 18, '''touch''' 12, '''flat-footed''' 16 (+4 armor, +2 dex, +2 natural, +0 deflection)
  <!--List the sense type and the distance it can perceive (e.g. "Standard Darkvision 60 ft.")-->


'''hp''' 37
| NudgePerception =
  <!--CR 3 PERCEPTION = +5 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-8-->


'''Fort''' +6, '''Ref''' +6, '''Will''' +
| NudgeAC =
  <!--CR 3 AC = 18 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


'''Aura:''' -
| NudgeTouchAC =
  <!--CR 3 TOUCH AC = 12 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


'''SR:''' -
| NudgeFFAC =
  <!--CR 3 FLAT-FOOTED AC = 16 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


'''Special Defenses:''' half damage from Slashing and Piercing weapons
| NudgeHitPoints =
  <!--CR 3 HIT POINTS = 37 -->
  <!--Values: any positive or negative number, or leave blank. Added to the base HP total (after role, if any).-->


'''Immunities:'''
:* Critical Hits and Flanking
:* Trips, Grapples and Bull Rushes
:* any spell which targets a specific number of creatures, except mind-affecting spells (if this creature has an Int score).


'''Weaknesses:''' Vulnerable to area of effect spells (+50% extra damage)
<!--  SAVING THROWS  -->


| Fort = S
| Refl = S
| Will =
  <!--CR 3 STRONG SAVE = +6; WEAK SAVE = +2 -->
  <!--Values: "S" (for Strong save), leave blank for Weak save
      * Most monsters have 1 strong save and 2 weak saves
      * Heavies, Tanks, Threats and Villains have 2 strong saves
      * Dragons have 3 strong saves-->


=== OFFENSE ===
| NudgeFort =  
'''Speed''' 20 ft., climb 20ft.
| NudgeRefl =  
| NudgeWill = -2
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->


'''Space / Reach:'''  10 ft. / 0 ft.
| SR =
  <!--Values: Y (for Yes), or leave blank-->


'''Single Melee''' Swarm 1d8+3 + Poison + Distraction
| NudgeSR =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->


'''Full Melee''' Swarm 1d8+3 + Poison + Distraction
| SpecialDefenses =
  <!--Put any DR or ER values here-->


'''Special Attacks''' Poison, Distraction
| StrongAgainst =
  <!--Put any 'immunity' or 'hardened' values here; immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added-->


'''Action Points''' 0
| WeakAgainst =
  <!--Put any 'vulnerable' or 'defenseless' values here; vulnerabilities based on type (e.g. Vermin) are automatically added-->


| MoveTypes = Walk 20 ft., Climb 20 ft.
  <!--Other move types as needed-->


=== STATISTICS ===
| NudgeReach = -2
Str 1, Dex 17, Con 10, Int -, Wis 10, Cha 2
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.-->


'''Base Atk''' +3; '''CMB''' +5; '''CMD''' 17


'''Feats''' -


'''Skills''' -
<!--  GENERAL ATTACK INFORMATION  -->


'''Languages''' -
| MeleeOrNatural = Natural
  <!--REQUIRED; Values: "Melee" (for weapon-wielding monsters), or "Natural" (for natural attacks)-->


| MultipliedDamageType =
  <!--Roles only (leave blank if no role); Values: "Attacks" (+atks/rnd), "Damage" (+damage/rnd), or "Hybrid" (default; both +atks/+dmg)-->


=== SPECIAL ABILITIES ===
| IgnoreSecondary = Y
; Poison (Ex)
  <!--Values: "Y" to hide, or leave blank to show; Hides all information about a secondary attack, in the event that the monster doesn't have one (e.g. swarms)-->
Swarm-injury; save Fort DC 13; frequency 1/round for 2 rounds; effect 1d2 Str and 1d6 subdual damage that bypasses DR; cure 1 save. The save DC is Constitution-based.




; Distraction (Ex)
Any living creature that takes damage from a creature with the distraction ability must make a Fortitude save, DC 13, or become [[Afflicted]]. If the creature makes the save, they are instead [[Sickened]].  If they take damage on any following round while still Sickened or Afflicted, they must make another DC 13 fortitude save, or move up one on the Status Array.  While sharing a space with the swarm, you cannot get rid of the Sickened condition. At the end of any round in which you are outside of the swarm, you may make another DC 13 fortitude save to attempt to move down a step on the status array. (While outside of the swarm's space, you cannot go up on the status array if you fail the save, you simply remain at the status you currently have.)


[[Nauseated]] ==> [[Afflicted]] ==> [[Sickened]]
<!--  PRIMARY ATTACK INFORMATION  -->


In addition, spellcasting or concentrating on spells within the area of a swarm requires a caster level check (DC 20 + spell level). Using skills that involve patience and concentration requires a DC 20 Will save.
| PriAtkName = Overrun
  <!--name of primary attack, weapons or natural attacks (e.g. "Longsword" or "Bite")-->


=== TREASURE ===
| PriAtkNotes = plus Poison, and Distraction
sell value of approximately 750 gp
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->


| PriAtkNotes-FullAtkOnly =
  <!--use if Primary Attack does something different during a full attack; replaces PriAtkNotes value if not blank-->


=== COMBAT TACTICS ===
| PriAtkVSTouchAC =  
Spider swarms wish to engulf you. They will charge as fast as they can to get into the space of their prey. About the only 'tactic' they use is their fondness for crawling on ceilings.  Whenever possible a spider swarm will crawl up to a ceiling and drop onto victims as a sudden rain of leggy creepy crawlers.  Bleah.
  <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->


Multiple swarms can move into, stop and occupy spaces that other swarms occupy. However, no more than two swarms can inflict damage or effects on a single target.
| PriAtkIsAuto-Hit = Swarm
  <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
 
| NudgePriToHit =
  <!--CR 3 PRIMARY TO-HIT = +6 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgePriDamage =
  <!--CR 3 PRIMARY NATURAL DAMAGE = 1d8+3 -->
  <!--CR 3 PRIMARY MELEE DAMAGE = 1d8+3 -->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SECONDARY ATTACK INFORMATION  -->
 
| SecAtkName =
  <!--name of secondary attack, natural attacks only (e.g. "Claw"); leave blank for none-->
 
| SecAtkNotes =
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
 
| SecAtkNotes-FullAtkOnly =
  <!--use if Secondary Attack does something different during a full attack; replaces SecAtkNotes value if not blank-->
 
| SecAtkVSTouchAC =
  <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
 
| SecAtkIsAuto-Hit =
  <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
 
| NudgeSecToHit =
  <!--CR 3 SECONDARY TO-HIT = +6 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeSecDamage =
  <!--CR 3 SECONDARY NATURAL DAMAGE = 1d6 -->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  TERTIARY ATTACK INFORMATION  -->
 
| TerAtkName =
  <!--Roles only; name of tertiary attack (e.g. "Shield Bash" or "Tail Slap"); damage equal to primary attack; leave blank for none-->
 
| TerAtkNotes =
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
 
| TerAtkNotes-FullAtkOnly =
  <!--use if Tertiary Attack does something different during a full attack; replaces TerAtkNotes value if not blank-->
 
| TerAtkVSTouchAC =
  <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
 
| TerAtkIsAuto-Hit =
  <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
 
| NudgeTerToHit =
  <!--CR 3 TERTIARY TO-HIT = +6 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeTerDamage =
  <!--CR 3 TERTIARY NATURAL DAMAGE = 1d8+3 -->
  <!--CR 3 TERTIARY MELEE DAMAGE = 1d8+3 -->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  QUATERNARY ATTACK INFORMATION  -->
 
| QuaAtkName =
  <!--Roles w/natural attacks only; name of quaternary attack (e.g. "Wing Slam"); damage equal to secondary attack; leave blank for none-->
 
| QuaAtkNotes =
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
 
| QuaAtkNotes-FullAtkOnly =
  <!--use if Quaternary Attack does something different during a full attack; replaces QuaAtkNotes value if not blank-->
 
| QuaAtkVSTouchAC =
  <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
 
| QuaAtkIsAuto-Hit =
  <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
 
| NudgeQuaToHit =
  <!--CR 3 QUATERNARY TO-HIT = +6 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeQuaDamage =
  <!--CR 3 QUATERNARY NATURAL DAMAGE = 1d6 -->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
<!--  RANGED ATTACK INFORMATION  -->
 
| RangedAtkName =
  <!--Name of ranged attack (e.g. "Longbow" or "Hurled Rock"); if blank, monster has no ranged attack-->
 
| HasRangedFullAttack =
  <!--Values: Y (for yes), or leave blank (for no)-->
 
| RangedAtkNotes =
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
 
| RangedAtkNotes-FullAtkOnly =
  <!--use if Ranged Attack does something different during a full attack; replaces RangedAtkNotes value if not blank-->
 
| RangedAtkVSTouchAC =
  <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
 
| RangedAtkIsAuto-Hit =
  <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
 
| NudgeRangedToHit =
  <!--CR 3 RANGED TO-HIT = +6 -->
  <!--any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeRangedDamage =
  <!--CR 3 RANGED DAMAGE = 1d8+3 -->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
<!--  ABILITY SCORES  -->
| Str = 1
| Dex = 17
| Con = 10
| Int = -
| Wis = 10
| Cha = 2
 
| NudgeCMB =
  <!--CR 3 CMB = +5 -->
| CMBNotes =
  <!--Values: Text about specific bonuses to CMB (e.g. "+2 on Trips")-->
 
| NudgeCMD =
  <!--CR 3 CMD = 17 -->
| CMDNotes =
  <!--Values: Text about specific bonuses to CMD (e.g. "+4 vs Grapples")-->
 
 
<!--  FEATS  -->
 
| Feat1 = 
| Feat2 =
| Feat3 =
| Feat4 =
  <!--Just the feat name; will be autolinked, and ShortDesc added-->
 
 
<!--  SKILLS  -->
 
| Skill1 =
| Skill2 =
| Skill3 =
| Skill4 =
 
| NudgeSkill1 =
| NudgeSkill2 =
| NudgeSkill3 =
| NudgeSkill4 =
  <!--CR 3 SKILLS = +6 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-8-->
 
| Skill1Notes =
| Skill2Notes =
| Skill3Notes =
| Skill4Notes =
  <!--Values: Text about conditional bonuses to skill (e.g. "+4 while in tall grass")-->
 
 
<!--  LANGUAGES  -->
 
| Languages =
  <!--Comma-separated list-->
 
 
<!--  SPECIAL ABILITIES  -->
 
 
<!--  ROLE-BASED SPECIAL ABILITIES -->
 
| HideRoleReminder1 =
  <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->
 
| HideRoleReminder2 =
  <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->
 
| HideRoleReminder3 =
  <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->
 
| HideRoleReminder4 =
  <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->
 
 
 
<!--  SPECIAL ABILITY 1  -->
 
| Ability-1-Name = Poison
 
| Ability-1-Type = Ex
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-1-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it-->
 
| Ability-1-Description = Swarm-injury; save Fort DC {{#var:Special1SaveDC}}; frequency 1/round for 2 rounds; effect 1d2 Str and {{#var:Special1SwiftDmg}} subdual damage that bypasses DR; cure 1 save. The save DC is Constitution-based.
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special1ToHit}}      To-Hit      @ CR 3 = +6
        {{#var:Special1TouchAttack}} Touch To-Hit @ CR 3 = +2
        {{#var:Special1SaveDC}}      Save DC      @ CR 3 = 13
        {{#var:Special1StandardDmg}} Std Damage  @ CR 3 = 2d6
        {{#var:Special1SwiftDmg}}    Swift Damage @ CR 3 = 1d6
        {{#var:Special1AlphaDmg}}    Alpha Damage @ CR 3 = 3d6
    -->
 
| NudgeAbility1ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility1TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility1SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility1StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility1SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility1AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 2  -->
 
| Ability-2-Name = Distraction
 
| Ability-2-Type = Ex
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-2-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-2-Description = Any living creature that takes damage from a creature with the distraction ability must make a Fortitude save, DC {{#var:Special2SaveDC}}, or become [[Afflicted]]. If the creature makes the save, they are instead [[Sickened]].  If they take damage on any following round while still Sickened or Afflicted, they must make another DC {{#var:Special2SaveDC}} fortitude save, or move up one on the Status Array.  While sharing a space with the swarm, you cannot get rid of the Sickened condition. At the end of any round in which you are outside of the swarm, you may make another DC {{#var:Special2SaveDC}} fortitude save to attempt to move down a step on the status array. (While outside of the swarm's space, you cannot go up on the status array if you fail the save, you simply remain at the status you currently have.)
 
: [[Nauseated]] ==> [[Afflicted]] ==> [[Sickened]]
 
: In addition, spellcasting or concentrating on spells within the area of a swarm requires a caster level check (DC 20 + spell level). Using skills that involve patience and concentration requires a DC {{#var:Special3SaveDC}} Will save.
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special2ToHit}}      To-Hit      @ CR 3 = +6
        {{#var:Special2TouchAttack}} Touch To-Hit @ CR 3 = +2
        {{#var:Special2SaveDC}}      Save DC      @ CR 3 = 13
        {{#var:Special2StandardDmg}} Std Damage  @ CR 3 = 2d6
        {{#var:Special2SwiftDmg}}    Swift Damage @ CR 3 = 1d6
        {{#var:Special2AlphaDmg}}    Alpha Damage @ CR 3 = 3d6
    -->
 
| NudgeAbility2ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility2TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility2SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility2StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility2SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility2AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 3  -->
 
| Ability-3-Name =
 
| Ability-3-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-3-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-3-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special3ToHit}}      To-Hit      @ CR 3 = +6
        {{#var:Special3TouchAttack}} Touch To-Hit @ CR 3 = +2
        {{#var:Special3SaveDC}}      Save DC      @ CR 3 = 13
        {{#var:Special3StandardDmg}} Std Damage  @ CR 3 = 2d6
        {{#var:Special3SwiftDmg}}    Swift Damage @ CR 3 = 1d6
        {{#var:Special3AlphaDmg}}    Alpha Damage @ CR 3 = 3d6
    -->
 
| NudgeAbility3ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility3TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility3SaveDC = 6
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility3StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility3SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility3AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 4  -->
 
| Ability-4-Name =
 
| Ability-4-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-4-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-4-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special4ToHit}}      To-Hit      @ CR 3 = +6
        {{#var:Special4TouchAttack}} Touch To-Hit @ CR 3 = +2
        {{#var:Special4SaveDC}}      Save DC      @ CR 3 = 13
        {{#var:Special4StandardDmg}} Std Damage  @ CR 3 = 2d6
        {{#var:Special4SwiftDmg}}    Swift Damage @ CR 3 = 1d6
        {{#var:Special4AlphaDmg}}    Alpha Damage @ CR 3 = 3d6
    -->
 
| NudgeAbility4ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility4TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility4SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility4StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility4SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility4AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 5  -->
 
| Ability-5-Name =
 
| Ability-5-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-5-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-5-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special5ToHit}}      To-Hit      @ CR 3 = +6
        {{#var:Special5TouchAttack}} Touch To-Hit @ CR 3 = +2
        {{#var:Special5SaveDC}}      Save DC      @ CR 3 = 13
        {{#var:Special5StandardDmg}} Std Damage  @ CR 3 = 2d6
        {{#var:Special5SwiftDmg}}    Swift Damage @ CR 3 = 1d6
        {{#var:Special5AlphaDmg}}    Alpha Damage @ CR 3 = 3d6
    -->
 
| NudgeAbility5ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility5TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility5SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility5StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility5SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility5AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 6  -->
 
| Ability-6-Name =
 
| Ability-6-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-6-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-6-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special6ToHit}}      To-Hit      @ CR 3 = +6
        {{#var:Special6TouchAttack}} Touch To-Hit @ CR 3 = +2
        {{#var:Special6SaveDC}}      Save DC      @ CR 3 = 13
        {{#var:Special6StandardDmg}} Std Damage  @ CR 3 = 2d6
        {{#var:Special6SwiftDmg}}    Swift Damage @ CR 3 = 1d6
        {{#var:Special6AlphaDmg}}    Alpha Damage @ CR 3 = 3d6
    -->
 
| NudgeAbility6ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility6TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility6SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility6StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility6SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility6AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 7  -->
 
| Ability-7-Name =
 
| Ability-7-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-7-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-7-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special7ToHit}}      To-Hit      @ CR 3 = +6
        {{#var:Special7TouchAttack}} Touch To-Hit @ CR 3 = +2
        {{#var:Special7SaveDC}}      Save DC      @ CR 3 = 13
        {{#var:Special7StandardDmg}} Std Damage  @ CR 3 = 2d6
        {{#var:Special7SwiftDmg}}    Swift Damage @ CR 3 = 1d6
        {{#var:Special7AlphaDmg}}    Alpha Damage @ CR 3 = 3d6
    -->
 
| NudgeAbility7ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility7TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility7SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility7StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility7SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility7AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 8  -->
 
| Ability-8-Name =
 
| Ability-8-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-8-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-8-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special8ToHit}}      To-Hit      @ CR 3 = +6
        {{#var:Special8TouchAttack}} Touch To-Hit @ CR 3 = +2
        {{#var:Special8SaveDC}}      Save DC      @ CR 3 = 13
        {{#var:Special8StandardDmg}} Std Damage  @ CR 3 = 2d6
        {{#var:Special8SwiftDmg}}    Swift Damage @ CR 3 = 1d6
        {{#var:Special8AlphaDmg}}    Alpha Damage @ CR 3 = 3d6
    -->
 
| NudgeAbility8ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility8TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility8SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility8StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility8SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility8AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 9  -->
 
| Ability-9-Name =
 
| Ability-9-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-9-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-9-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special9ToHit}}      To-Hit      @ CR 3 = +6
        {{#var:Special9TouchAttack}} Touch To-Hit @ CR 3 = +2
        {{#var:Special9SaveDC}}      Save DC      @ CR 3 = 13
        {{#var:Special9StandardDmg}} Std Damage  @ CR 3 = 2d6
        {{#var:Special9SwiftDmg}}    Swift Damage @ CR 3 = 1d6
        {{#var:Special9AlphaDmg}}    Alpha Damage @ CR 3 = 3d6
    -->
 
| NudgeAbility9ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility9TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility9SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility9StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility9SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility9AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  COMBAT TACTICS  -->
 
| CombatTactics = Spider swarms wish to engulf you. They will charge as fast as they can to get into the space of their prey. About the only 'tactic' they use is their fondness for crawling on ceilings.  Whenever possible a spider swarm will crawl up to a ceiling and drop onto victims as a sudden rain of leggy creepy crawlers.  Bleah.
 
: Multiple swarms can move into, stop and occupy spaces that other swarms occupy. However, no more than two swarms can inflict damage or effects on a single target.
 
 
 
<!--  OUT OF COMBAT  -->
 
| OutOfCombat =
 
 
}}

Revision as of 17:36, 21 June 2016

Spider Swarm (CR 3)

Neutral - Large - Swarm (Vermin)
Lore: K. (Dungeoneer)
6 21
Basic DC Full DC
Initiative
Initiative Icon 2.png
5
Perception:
15 +5
Passive Active
Ambush:
10+
on a d20

Senses:

Movement Types:

Defense

AC
Shield Icon 3.png
18
Man Def
Shield Icon 3.png
17
Monster Health
51 25 4
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +6
Refl: +6
Will: +0

Strong Against:

  • (Mindless) Immune (no effect): all mind-affecting effects (charms, compulsions, fear, morale effects, patterns, and phantasms)
  • (Swarm 1) Hardened (½ damage): slashing (physical, common), piercing (physical, common)
  • (Swarm 2) Immune (no effect): Critical Hits and Flanking
  • (Swarm 3) Immune (no effect): any attack that targets Maneuver Defense
  • (Swarm 4) Immune (no effect): any spell that targets a specific number of creatures, except mind-affecting spells (if this creature has an Int score).
Weak Against:

Offense

Size: Large
10 ft. 0 ft.
Space Reach
To-Hit
+6
Sword Icon 3.png
Man Off
+5
Sword Icon 3.png
Action
0
Points

Standard Attack (Melee):

  • 1x Overrun (Swarm -- auto-hit) (1d10+2/x2)
    as undefined damage type
    plus Poison, and DistractionExpression error: Unexpected < operator.

Full Attack (Melee):

  • 1x Overrun (Swarm -- auto-hit) (1d10+2/x2)
    as undefined damage type
    plus Poison, and DistractionExpression error: Unexpected < operator.

Standard Attack (Ranged):

Full Attack (Ranged):

Siege Damage: Not siege capable

Statistics

1
STR
17
DEX
10
CON
INT
10
WIS
2
CHA

Skills:

Languages:

Feats:

Special Abilities

Poison (Ex)

Swarm-injury; save Fort DC ; frequency 1/round for 2 rounds; effect 1d2 Str and subdual damage that bypasses DR; cure 1 save. The save DC is Constitution-based.

Distraction (Ex)

Any living creature that takes damage from a creature with the distraction ability must make a Fortitude save, DC , or become Afflicted. If the creature makes the save, they are instead Sickened. If they take damage on any following round while still Sickened or Afflicted, they must make another DC fortitude save, or move up one on the Status Array. While sharing a space with the swarm, you cannot get rid of the Sickened condition. At the end of any round in which you are outside of the swarm, you may make another DC fortitude save to attempt to move down a step on the status array. (While outside of the swarm's space, you cannot go up on the status array if you fail the save, you simply remain at the status you currently have.)

Nauseated ==> Afflicted ==> Sickened
In addition, spellcasting or concentrating on spells within the area of a swarm requires a caster level check (DC 20 + spell level). Using skills that involve patience and concentration requires a DC Will save.
Spider Swarm

Spider Swarm

Massive swarms of spiders are occasional hazards encountered in dark and abandoned places. Individual spiders of this size are of no threat whatsoever to an adventurer, although they can still give one a good startle. Several thousand spiders packed atop one another in a seething mass of scuttling legs and poisonous fangs?

That's enough to threaten any adventurer and startle just about anybody.

Combat Tactics

Spider swarms wish to engulf you. They will charge as fast as they can to get into the space of their prey. About the only 'tactic' they use is their fondness for crawling on ceilings. Whenever possible a spider swarm will crawl up to a ceiling and drop onto victims as a sudden rain of leggy creepy crawlers. Bleah.

Multiple swarms can move into, stop and occupy spaces that other swarms occupy. However, no more than two swarms can inflict damage or effects on a single target.

Out of Combat

Rewards

XP: 800

Treasure: Sellable Goods worth 813 gp.

Weight: 30 lbs.     Volume: 1.2 cu. ft.

Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.

Table 1: Remnant(s) Found
1 - 10 Nothing Found
11 - 14 1 Languid Remnant (tier 1)
15 - 17 1 Pale Remnant (tier 2)
18 - 19 1 Bright Remnant (tier 3)
20 Roll on Table 2
### Nothing to see here!
### Or here. Move along.
Table 2: Remnant(s) Found
1 - 5 3 Languid Remnants (tier 1)
6 - 10 3 Pale Remnants (tier 2)
11 - 14 1 Intense Remnant (tier 4)
15 - 17 1 Blazing Remnant (tier 5)
18 - 19 1 Vital Remnant (tier 6)
20 Roll on Table 3
### Or here. Move along.
Table 3: Remnant(s) Found
1 - 5 3 Bright Remnants (tier 3)
6 - 8 3 Intense Remnants (tier 4)
9 - 11 3 Blazing Remnants (tier 5)
12 - 14 3 Vital Remnants (tier 6)
15 - 17 1 Prime Remnant (tier 7)
18 - 19 1 Mythic Remnant (tier 8)
20 1 Empyrean Remnant (tier 9)