SOUPING UP THE SPIDER
by Gregg Chamberlain


Spider biology
The what and why of webs
Weavers
Hunters
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Dragon

An encounter with spiders is an almost
universal quality in fantasy tales and
dungeon adventures — usually with the
spiders getting the worst of it. In the eyes
of many FRP gamers, spiders are among
the weakest of monsters, best relegated
to early-encounter challenges for a
group of new dungeon-delvers.

But nature has endowed spiders with
many distinctive attributes, and the skill-
ful USE of some of the more obscure
types of spiders as monsters can provide
challenging and entertaining encounters
for expert as well as novice characters.


Ugh, a spider!

Spider biology
First, a little background information:
Spiders belong to the phylum Arthropoda, class Arachnida, order Araneae. They
differ from insects in having eight legs
and a body composed of two parts, the
cephalothorax and the abdomen. To the
cephalothorax are joined the legs; the
pedipalps, which cut and crush the spi-
der’s food, making it easier to digest; and
the chelicerae, or fangs, which the spi-
der uses to seize her prey and inject ven-
om into it. The abdomen contains the
heart and lungs of the spider as well as
the silk glands and spinnerets the spider
uses to spin her webbing.

Most spiders encountered by players
will be female, unless otherwise stated
by the DM, since male spiders do not, with only a few exceptions,
live past the mating period.

Spiders depend primarily on their high-
ly developed sense of touch for informa-
tion about prey, mates, and possible
enemies. The legs and the pedipalps de-
tect vibrations in the web (in the case of
weaver spiders), to indicate something
has blundered into the web.

Also, tiny hairs all over the body of a
spider contain nerves that are sensitive
to changes in air pressure as well as cer-
tain chemical odors. It is not very easy <surprise bonus, or, use the DSG odor rules, giving spiders the Scent ability>
for adventurers to sneak up on a spider.
Just as a fly can sense disturbances in
the air when a person tries to swat it, so a
spider in a dungeon can tell when a door
has opened and/or closed, and when
someone has’ entered a room, by air-
pressure changes and the person’s body
odors.

Hunting spiders also can detect vibra-
tions, changes in air pressure, and chem-
ical odors. But they rely more on sight
for finding and catching prey, as well as
for fighting or avoiding enemies. Nearly
all spiders have six eyes, two large and
four small, spaced along the front and
sides of the cephalothorax. Hunting spi-
ders, such as the tarantula and the wolf
spider, have very good eyesight. (The
wolf spider may even possess a rudimen-
tary sense of smell.) One exception to
the above statement is the jumping spi-
der, which has four large eyes that give
her the keen eyesight she needs to accu-
rately judge the distance to her prey.


 

The what and why of webs
Spiders use webbing for building
nests, capturing prey, and making co-
coons for the young to hatch in. The
major drawback of webbing in the dun-
geon is that it burns too easily, becoming
a death trap for the spider.

Webbing, or web silk, comes from web
glands located in the spider’s abdomen.
It is similar in composition to the silk
produced by silkworms and used to
make fabric. Weaver spiders have from
four to five different web glands to pro-
duce the silk they need. Hunters, who
chase their prey, have two or three dif-
ferent glands.

The liquid silk is excreted through the
spinnerets located just under the rear of
the abdomen. Usually the silk hardens
almost as soon as the air hits it, and is
then stretched, pulled, and combed to
form it for a particular use.

The web glands make several types of
silk, depending on what the web is to be
used for. Webbing can be sticky, smooth,
and even multi-colored. It can be used
for trapping victims, as cable (the drag-
line spiders hang from), for making co-
coons — and there’s even a light web-
bing that spiderlings use for ballooning.
Weaver spiders use a combination of
sticky and non-sticky silk when con-
structing their webs. Non-sticky silk is
used for the basic framework of the web,
while the sticky variety is used in the
spiral pattern that traps prey.

Web silk is, in proportion to its size,
one of the lightest, strongest fabrics
known. Arachnologists (those who study
spiders) estimate that a cord of spider
silk half an inch thick, or perhaps thinner,
could hold a strong man prisoner easily.
A rope made of spider silk would be in-
valuable on a dungeon expedition where
keeping weight and bulk to a minimum
are essential. And adventurers could
profit from selling spider silk to weavers.
Spiders can also shoot webbing at
enemies behind them. According to one
source, “Silk may be squirted as far as an
inch from the spinnerets (normal garden
spider), a distance sufficient to make
combat safe.” (“Spider”, Encyclopedia
Britannica, Vol. 21, 1971, page 20.) For a
spider the size of the large spider as de-
scribed in the AD&D™ rules, this would
translate to a distance of about 5-6 feet,
increasing to 10-12 feet for a huge spider
and 20-25 feet for a giant spider.

Targeting for such a shot would be
accomplished through a combination of
the two small eyes furthest along the ce-
phalothorax and the abdominal hairs
that sense pressure changes and the
body odors of the person or creature ap-
proaching from the spider’s rear. Since
the web glands control the consistency
of the web fluid, the silk squirted may

come out as a sticky blob from 6-12
inches in diameter (depending on the
size of the spider), or possibly as a sticky
cable. The blob would either blind the
opponent temporarily (3-5 rounds to
wipe the eyes clear) or “gum up” the
opponent’s hands and arms (penalty of
from -1 to -3 on attack and defense, de-
pending on the size of the spider, for the
same 3-5 rounds). A special oil secreted
by glands in the spider’s body keeps her
from sticking to her own webbing.

Weavers: Barrel Spider, Boleadore Spider, Net-Throwing & Fishing Spider.

Boleadore Spider <no wiki> <video>

FREQUENCY: Rare
NO. APPEARING: 1-4
ARMOR CLASS: 4
MOVE: 3"*12"
HIT DICE: 4+4
% IN LAIR: 70%
TREASURE TYPE: [C]
NO. OF ATTACKS: 1/1
DAMAGE/ATTACK: 2-8
SPECIAL ATTACKS: See text
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Animal
ALIGNMENT: Neutral
SIZE: L
LEVEL/X.P. VALUE:

Truly an unusual creature, the boleadore
spider hangs from a dragline and
fashions a bola out of a blob of viscid silk
attached to the end of a line of web silk.
The spider then swings the bola at her
victim and entangles it.
 

Net-throwing spider and Fishing spider

Dolomedes Triton (hartmanprehistoricgarden.com)

FREQUENCY: Common
NO. APPEARING: 1-10
ARMOR CLASS: 4
MOVE: 3"*12"
HIT DICE: 4+4
% IN LAIR: 70%
TREASURE TYPE: C
NO. OF ATTACKS: 1/1
DAMAGE/ATTACK: 2-8
SPECIAL ATTACKS: See text
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Animal
ALIGNMENT: Neutral
SIZE: L
PSIONIC ABILITY: Nil
    Attack/Defense Modes: Nil
LEVEL/X.P. VALUE:

These two types have distinctive,
though similar, ways of capturing their
prey. The net-throwing spider hunts by
night with a rectangular web of looped
silk which she throws over her prey, en-
tangling it. Another species of net-throw-
ing spider uses a 10x10-foot web which
she lays on the ground and camouflages.
She then attaches draglines to each
corner ‘and conceals herself above the
net, holding the ends of the draglines
with her legs. Anything that walks over
the net is caught up in the web and hoist-
ed aloft to the spider.
Fishing spiders run numerous lines up
and down from the ground to their web
in a spreading fan shape. The lines break
when anything runs into them and thus
entangle the creature, allowing the spi-
der to draw it up to her web.
 

Hunters: Crab Spider, Daddy Longlegs, Jumping Spider, Raft or Swamp Spider, Spitting Spider, Trap-door or Purse Spider, Whip Spider, Wolf Spider.
 

Crab spider

Goldenrod Crab Spider (Misumena Vatia) (http://dereila.ca)

FREQUENCY: Common
NO. APPEARING: 1-10
ARMOR CLASS: 4
MOVE: 3"*12"
HIT DICE: 4+4
% IN LAIR: 70%
TREASURE TYPE: C
NO. OF ATTACKS: 1/1
DAMAGE/ATTACK: 2-8
SPECIAL ATTACKS: See text
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Animal
ALIGNMENT: Neutral
SIZE: M
PSIONIC ABILITY: Nil
    Attack/Defense Modes: Nil
LEVEL/X.P. VALUE:

These spiders are so named because
in shape they resemble a crab and be-
cause, unlike other spiders, they are able
to walk backwards and sideways. They
have chameleon-like abilities and can
change color and skin texture to match
almost any background (glass, crystal,
and murals excepted). They surprise on
a roll of 1 on d4 because of their camou-
flage ability.

Daddy Longlegs

spermophora senoculata <?>

FREQUENCY: Common
NO. APPEARING: 2-15/15-25
ARMOR CLASS: 6
MOVE: 18"
HIT DICE: 2+2
% IN LAIR: 50%
TREASURE TYPE: [J], [K], [L], [M], [N], [Q]
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-6/3-12
SPECIAL ATTACKS: See text
SPECIAL DEFENSES: See text
MAGIC RESISTANCE: Standard
INTELLIGENCE: Animal
ALIGNMENT: Neutral
SIZE: M
PSIONIC ABILITY: Nil
    Attack/Defense Modes: Nil
LEVEL/X.P. VALUE:

This creature is an oddity, even among
spiders, and can provide dungeon ad-
venturers with unexpected difficulty. The
Daddy Longlegs, also known as the
“harvester” or “mower” spider because
of the scythe-like action of her legs, is
especially numerous in the late fall of the
year during harvest.
The cephalothorax and abdomen are
fused into one unit which is supported
by eight extremely long, thin legs. The
legs effectively and speedily lift and car-
ry the body beyond the reach of raiding
giant ants and any thrusting sword, javel-
in, or standard spear (about 20 to 25 feet
up). A pike might reach, but this would
require at least two strong men to wield it
in that awkward position. Arrows have
the standard effect.
The Daddy Longlegs is also equipped
with a pair of glands, one on each side of
her body, that emit a reddish, acrid vapor
similar to that of the bombardier beetle.
Like the bombardier beetle? if continual-
ly disturbed or attacked, there is a 50%
chance each round that the spider will
lift her body to the full extension of her
legs and fire an 8’x8’x8’ cloud of gas that
will cause 3-12 points of damage. The
gas can be fired every third round, but no
more than twice in an eight-hour span.
The Daddy Longlegs will attempt to flee
just after using her gas attack.
In nature, the Daddy Longlegs has one
other way to escape detection. She can
hang from a web strand and rotate,or
stand and vibrate, at so fast a rate that
she becomes a near-invisible blur. In an
AD&D adventure, characters seeking the
Daddy Longlegs need to be very sharp-
sighted, or of the elven race, to detect a
“spinning” spider, and then only if they
are looking for it.
 

Jumping spider


 

FREQUENCY: Common
NO. APPEARING: 1-12
ARMOR CLASS: 6
MOVE: 18"/40"
HIT DICE: 2+2
% IN LAIR: 50%
TREASURE TYPE: [J], [K], [L], [M], [N], [Q]
NO. OF ATTACKS: 1/2
DAMAGE/ATTACK: 1-6/1-10
SPECIAL ATTACKS: See text
SPECIAL DEFENSES: See text
MAGIC RESISTANCE: Standard
INTELLIGENCE: Animal
ALIGNMENT: Neutral
SIZE: M
PSIONIC ABILITY: Nil
    Attack/Defense Modes: Nil
LEVEL/X.P. VALUE:

The jumping spider has very keen eye-
sight thanks to her four large eyes. She
stalks her prey by creeping slowly upon
it, “freezing” whenever it looks her way.
When “frozen,”the spider looks very
much like a large rock. When she has
come within range, she leaps uponher
prey. The jumping spider is capable of
leaps of at least 40 feet. The spider al-
ways has a safety dragline attached to
herself, in case the leap does not pro-
duce the intended result.
 The Dungeon Master should determine
whether any damage results from the
impact of the spider landing on her vic-
tim. If the target is within the bare limits
of the spider’s maximum jumping range
of 40 feet, a roll of 1 on d6 indicates a
successful impact; within 30 feet, the
leap will be a “hit” on a roll of 1 or 2 on d6;
within 20 feet, a roll of 3 or less is needed;
within 10 feet, a roll of 5 or less; and for
any distance less than 10 feet, there is an
automatic “hit” on the jump. The dam-
age from this blow will be 1-10 points,
perhaps modified upward depending on
circumstances.
This spider may be found around cliffs,
scurrying across open ground, or in rain
forests.

Raft or Swamp spider

FREQUENCY: Uncommon
NO. APPEARING: 1-6
ARMOR CLASS: 6
MOVE: 18"
HIT DICE: 2+2
% IN LAIR: 50%
TREASURE TYPE: [J], [K], [L], [M], [N], [Q]
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-6
SPECIAL ATTACKS: See text
SPECIAL DEFENSES: See text
MAGIC RESISTANCE: Standard
INTELLIGENCE: Animal
ALIGNMENT: Neutral
SIZE: M
PSIONIC ABILITY: Nil
    Attack/Defense Modes: Nil
LEVEL/X.P. VALUE:

The raft or swamp spider is found
along lake shores and in marsh areas.
She makes her den by the water’s shore
and waits for prey to appear on or be-
neath the surface of the water. She then
scurries across the surface of the water,
skimming over it with the aid of the li-
quid’s surface tension. Trailing behind
her is a safety cable anchored to shore
so she can pull herself back in should
that prove necessary.
When threatened, the swamp spider
can hide underwater by walking down
along the side of the marsh or on the lake
bottom. The many hairs on her body and
legs capture and hold air bubbles suffi-
cient for from 10 to 12 hours or more of
breathing. Also, the air bubbles provide
buoyancy sufficient to bring her back to
the surface when she wishes.
 

Spitting spider

FFXI

FREQUENCY: Rare
NO. APPEARING: 1-4
ARMOR CLASS: 6
MOVE: 18"
HIT DICE: 2+2
% IN LAIR: 50%
TREASURE TYPE: [J], [K], [L], [M], [N], [Q]
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-6
SPECIAL ATTACKS: See text
SPECIAL DEFENSES: See text
MAGIC RESISTANCE: Standard
INTELLIGENCE: Animal
ALIGNMENT: Neutral
SIZE: M
PSIONIC ABILITY: Nil
    Attack/Defense Modes: Nil
LEVEL/X.P. VALUE:

This yellow-and-black-striped hunter
spits a blob of sticky silk at her prey to
pin it down. The silk blob is approximate-
ly one foot in diameter and can be shot
15 to 20 feet. Whore other spiders spit
silk purely as a defensive measure, this
species has adapted it for hunting and
thus is able to shoot a large amount of
silk for a greater distance. Four melee
rounds are required to recharge the spit-
ting mechanism, up to a maximum usage
of five shots every eight hours.
 

Trap-door or Purse spider

spiderindex.blogspot.com

FREQUENCY: Common
NO. APPEARING: 1-12
ARMOR CLASS: 6
MOVE: 18"
HIT DICE: 2+2
% IN LAIR: 80%
TREASURE TYPE: [J], [K], [L], [M], [N], [Q]
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-6
SPECIAL ATTACKS: See text
SPECIAL DEFENSES: See text
MAGIC RESISTANCE: Standard
INTELLIGENCE: Animal
ALIGNMENT: Neutral
SIZE: M
PSIONIC ABILITY: Nil
    Attack/Defense Modes: Nil
LEVEL/X.P. VALUE:

IUCN: Cyclocosmia torreya = DD

This nocturnal huntress uses her fangs
to dig a tunnel in soft or sandy soil. The
burrow runs down for nearly 50 feet with
an emergency side tunnel hidden by a
camouflaged door about halfway down.
The burrow’s diameter is just a little bit

larger than that of the spider’s body. The
walls of the burrow are lined with a “ce-
ment” mixed from dirt, silk, and spider
saliva, then coated with silk.
There are two types of trap-door spi-
ders. The first. constructs an actual trap
door, about an inch or two thick, of alter-
nating layers of silk and earth, hinged
with silk and camouflaged with earth,
moss, leaves, branches, and so forth at-
tached to a layer of sticky silk.
Some trap-door spiders leave the bur-
row at night to lay snares of sticky silk on
the ground. During the night, chances
are that something will walk onto the
snare and get stuck. Come the dawn, the
spider re-emerges from her burrow,
picks up the traps and goes home. Other
spiders may remain in the burrow and lift
the trap-door lid a crack to watch what
goes by. When the spider sees some-
thing worth grabbing, she rushes out
and pounces on it, bites it to paralyze it,
then drags it home.
The door to the burrow is camou-
flaged so well that only very close obser-
vation will detect the vague horseshoe-
shaped outline of the tunnel door, and
then only if the character knows what he
or she is looking for. When the spider
retreats to hide in the burrow, she holds
the door shut with, her feet and fangs,
and only an individual with strength of 18
or better (normal or magically enhanced)
will be able to open the door — which, of
course, leaves him or her immediately
vulnerable to the attack of the spider
waiting just inside the door.
DMs should also note that gauntlets of
ogre power impart a strength of 18 only
to the hands, arms, and shoulders of the
user, not to the back and remainder of
the body, so that the use of this magical
item alone is not sufficient to lift the trap-
door lid. It must be supplemented by, for
instance, a girdle or potion of giant
strength.
The second type of trap-door spider
does not make an actual trap door. In-
stead, she leaves three feet or more of
hollow silk tubing, camouflaged, lying
above the ground. The tubing is sealed,
and the spider crouches below it, waiting
for something to land on or run across
the tubing. The spider then strikes with
her fangs through the web and paralyzes
the creature. She cuts a hole in the web-
bing to drag her prey through, repairs
the hole, and goes below to eat.

Whip spider

http://tywkiwdbi.blogspot.com

FREQUENCY: Rare
NO. APPEARING: 1-4
ARMOR CLASS: 6
MOVE: 18"
HIT DICE: 2+2
% IN LAIR: 50%
TREASURE TYPE: [J], [K], [L], [M], [N], [Q]
NO. OF ATTACKS: 2/1
DAMAGE/ATTACK: 1-3/1-3/1-6
SPECIAL ATTACKS: See text
SPECIAL DEFENSES: See text
MAGIC RESISTANCE: Standard
INTELLIGENCE: Animal
ALIGNMENT: Neutral
SIZE: M
PSIONIC ABILITY: Nil
    Attack/Defense Modes: Nil
LEVEL/X.P. VALUE:

The whip spider, in nature, has a flat-
tened body with the first pair of legs
developed beyond their normal length
so that they resemble whips, though
they are used only as feelers, like an in-
sect’s antennae.
The whip spider, in AD&D terms, has
10-foot-long front legs that can be used
like whips to either attack, or catch and
hold, prey. The “whips” cause 1-4 points
of damage each on an attack; if both
whips score hits, the spider has made a
“grab” and will draw the attacker toward
her chelicerae and fangs. Occasionally,
the whips will ensnare one or both of the
victim’s arms, making self-defense diffi-
cult if not impossible; roll d6 for each
arm after a “grab” is made, with a roll of 1
indicating that the arm has been caught.

Wolf spider

FREQUENCY: Common
NO. APPEARING: 1-12
ARMOR CLASS: 6
MOVE: 18"
HIT DICE: 2+2
% IN LAIR: 50%
TREASURE TYPE: [J], [K], [L], [M], [N], [Q]
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-6
SPECIAL ATTACKS: See text
SPECIAL DEFENSES: See text
MAGIC RESISTANCE: Standard
INTELLIGENCE: Animal
ALIGNMENT: Neutral
SIZE: M
PSIONIC ABILITY: Nil
    Attack/Defense Modes: Nil
LEVEL/X.P. VALUE:

The wolf spider, like the trap-door
spider, lives in a silk-lined burrow, but
without the door. She tracks prey by
sight and by special scent-detecting or-
gans located in the pedipalps. When she
sees prey, she sprints after it, captures it,
and paralyzes it before returning to her
den.
She is very protective of her young,
carrying the cocoon under her belly
wherever she goes and fighting fiercely
for her young. When hatched, wolf spi-
derlings number from 100-200, and will
ride on the mother’s back until they are
full grown. If the mother encounters an-
other female wolf spider, she will stop
and let her young get off, and then she
will fight the other spider to the death.
The survivor will adopt the spiderlings of
the dead mother.