Difference between revisions of "Deathjump Spider"

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m (Text replacement - "Chaotic Neutral" to "True Chaotic")
 
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| Intensity = Tainted
 
| Intensity = Tainted
 
| Save-Type = Fort
 
| Save-Type = Fort
| Effect = [[Torpid]] and {{Special-Standard-Dmg}} points of [[non-lethal damage]] per interval
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| Effect = [[Torpid]] and {{Special-Standard-Dmg}} points of {{dmg|poison}} per interval
 
| Fruition = Target remains [[Torpid]] and cannot be cured (overrides 'ended by' of condition).
 
| Fruition = Target remains [[Torpid]] and cannot be cured (overrides 'ended by' of condition).
 
| F-Duration = 1d4 hours
 
| F-Duration = 1d4 hours

Latest revision as of 14:37, 16 January 2020

Deathjump Spider

Deathjump Spider (CR 4)

Neutral - Medium - Vermin
Monstrous spiders are among the most spine-chilling foes you can encounter in a dark, horrible place, and among them, the Deathjump Spider holds a special place as a truly frightening thing to bump into. Their extremely high Stealth skill and ability to attack and retreat with incredible speed makes these terrors frightening far beyond their considerable abilities.

General

Lore Check: Know (Nature) (Basic: DC 8; Full: DC 22)
Init: +9
Ambush Chance: 10+ on d20 (req's 1 minute prep)
Senses: Standard Senses, Tremorsense 30 ft.
Passive Perception: 18 (Spot: +8, req's move action)

Defense

AC: 20
Maneuver Defense (MD): 20
Hit Points: 53     (Bloodied Value: 26)    Hit Dice: 6
Fort: +3    Refl: +7    Will: +3
Special Defenses:
Strong Against:
Weak Against:

Offense

Movement Types: Walk 30 ft., Vaulting 30 ft., Greater Climb 30 ft.
Space / Reach: 5 ft. / 5 ft.
Standard Attack:
  • 1x Clicking Mandibles +8 (1d10+6/x2) as piercing (physical, common); plus Spider Venom
Full Attack:
  • 2x Clicking Mandibles +8 (1d10+6/x2) as piercing (physical, common); plus Spider Venom
Standard Ranged:
Maneuver Offense: +8
Siege Damage: Not siege capable
Special Attacks: Spider Venom, Prodigious Leap, Death From Above, Soft Fall
Action Points: 0

Statistics

Str: 17    Dex: 18    Con: 15    Int: 1    Wis: 14    Cha: 8
Feats:
Skills:
Languages:

Special Abilities

Spider Venom (Ex)

Any successful bite attack from a Deathjump Spider also has a chance of inflicting a weak poison:
Spider Venom    (Injury vector; Tainted intensity)
Save: Fort DC 16;     Frequency: 1/round for 3 rounds
Effect: Torpid and 1d8+4 points of poison (physical, uncommon) per interval
Fruition: Target remains Torpid and cannot be cured (overrides 'ended by' of condition).
Fruition Duration: 1d4 hours

Prodigious Leap (Su)

Once per encounter as a move action, the spider may move 50 feet without provoking attacks of opportunity. This movement is treated exactly like a 5-foot step, except much further.

Death From Above (Su)

Once per encounter as a standard action, the deathjump spider leaps at its prey and attacks with a poisonous bite. This leap can be up to 30 feet in length, and does not provoke attacks of opportunity. On a hit, Death from Above does the normal Bite damage listed above, including the chance for poison. If the target is flat-footed, Death from Above also does 1d8+4 of precision damage and knocks the target Prone. A Reflex save, DC 16, can be made to avoid the Prone condition.

Soft Fall (Ex)

Deathjump Spiders ignore the first 30 feet of all falls before calculating falling damage. This allows them to use Death From Above from directly above their prey with no penalties.


Combat Tactics

Deathjump Spiders are quite simple. They hide with their very good Stealth skill and as soon as they sense creatures with their Tremorsense, they attack with Death From Above. If they gain surprise they will concentrate on their prone victim. If they are taking damage and few of their victims are prone, they will use Prodigious Leap to disengage and then withdraw.

Out of Combat

Rewards

XP: 1,200
Treasure: Sellable Goods worth 1,188 gp.
Weight: 50 lbs.     Volume: 2 cu ft
Optional Treasure Rules: Roll on the following table once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.
Table 1: Roll a d20:
Result Remnant Found (If Any)
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
Table 2: Roll a d20:
Result 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
Table 3: Roll a d20:
Result 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)