Tuesday, 4 June 2019

Monster: Phase Spider

Monster: Phase Spider

The phase spider is quite unremarkable - it's just a big spider that can move between the Ethereal Plane and the Material Plane. It looks cool though.


Phase Spider [Monster Manual, page 207]

226 points
Attribute Modifiers: ST+6 (No Fine Manipulators, -40%; Size Modifier, -10%) [30]; DX+2 (No Fine Manipulators, -40%) [24]; IQ-3 [-60]; HT+1 [10].
Secondary Characteristic Modifiers: SM+1; Will+3 [15]; Per+5 [25]; Basic Move+2 [10].
Advantages: Clinging [20]; DR 1 [5]; Extra Legs (Eight Legs; Cannot Kick, -50%) [8]; Infravision [10]; Injury Tolerance (No Neck) [5]; Night Vision 9 [9]; Sharp Teeth [1]; Vibration Sense (Environmental, Ground, -20%) [8].
                Poison: Toxic Attack 1d-1 (Cyclic, 1 minute, 4 cycles, Resistible, +80%; Follow-Up, Sharp Teeth, +0%; Resistible, HT-3, -15%; Symptoms, 1/3 HP, -2 HT, +30%) [6].
Ethereal Jaunt: Jumper (Planar; Accessibility, Only on the Ethereal Plane and planes that border it, -5%; Based on Will, +20%; Limited Access, Ethereal, -20%; Magical, -10%; Reduced Time 4, +80%; Reliable 2, +10%; Takes Recharge, 5 seconds, -10%) [165].
Disadvantages: Bestial [-10]; Mute [-25]; No Fine Manipulators [-30]; No Physical Attack (Arms) [-10].
Creature Type: Magical Beast.

Knowing Your Own Strength [246]
Replace ST+6 (No Fine Manipulators, -40%; Size Modifier, -10%) [30] with ST+6 [60]

Typical Stats
ST:
16
HP:
16
Speed:
5.75
DX:
12
Will:
10
Move:
7
IQ:
7
Per:
12


HT:
11
FP:
11
SM:
+1
Dodge:
8
Parry:
N/A
DR:
1
Mandibles (14): 1d+1 cutting (KYOS: 2d+1 cutting) plus follow-up 1d-1 toxic (5 1-minute cycles, resisted by HT-3, -2 HT after loss of 1/3 HP). Reach C.
Ethereal Jaunt (12): The phase spider can slip into the Ethereal Plane from the Material Plane and the other way around as per Jumper (p. B64). The jaunt requires a single Concentrate maneuver. After using this ability, he cannot reactivate it for 5 seconds.

                Traits: Clinging; Extra Legs (Eight Legs; Cannot Kick); Infravision; Injury Tolerance (No Neck); Night Vision 9; No Fine Manipulators; No Physical Attack (Arms); Vibration Sense (Environmental, Ground); Wild Animal.
Skills: Brawling-14; Stealth-14.
Creature Type: Magical Beast.


Phase Spider Venom
This poison is extracted from a phase spider. A living victim must make an immediate HT-3 roll or suffer 1d-1 toxic damage. Every minute for 4 more cycles he must make another HT-3 roll to resist or take the same amount of damage. After losing 1/3 HP to this poison, the victim gains a -2 penalty to HT until he heals above this threshold.
Form: Follow-Up Poison.
Cost: $150 (singular); $55 (5-batched).
Recipe: $15; 1 day; defaults to Poisons-1.
Statistics: Toxic Attack 1d-1 (Cyclic, 1 minute, 4 cycles, Resistible, +80%; Follow-Up Poison, -20%; Resistible, HT-3, -15%; Symptoms, 1/3 HP, -2 HT, +30%) [5].

2 comments:

  1. Hello! I'm about to use this Phase Spider in my campaign and I noticed a couple things and I figured that I'd pitch it the changes I've made.
    There are a couple changes to make to the Phase Spider’s Jumper ability. First, add four levels of Reduced Time for +80% so that the ability takes only one concentrate maneuver. Second, add Based on Will (+20%) so that the Phase Spider isn’t rolling against 7(!). In IQ’s stead, roll against Will (10) during the Concentrate maneuver so that it at least has a chance of phasing to the other plane.
    Reading the description of the Phase Spider Venom, the description of the follow-up attack should actually read as five cyclic attacks, since the first attack is included in the number of cycles.

    That's all. Thanks for making this Phase Spider and thank you so much for making this blog and everything you do! I appreciate it so much!

    ReplyDelete
    Replies
    1. Thank you! Your suggestions sound reasonable, I implemented them and even slapped two levels of Reliable on Jumper.
      I am always glad to help, thank you.

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