SPIDERS, PART II
(The Dragon's Bestiary)
 
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Advanced Dungeons & Dragons Monsters - Dragon magazine The Dragon #118


 

This edition of The Dragon's Bestiary
presents several of the less pleasant monstrosities
inhabiting the dungeons and
wilderlands of the AD&D® game worlds:
spiders and spiderlike creatures. Our files
show only five new types of these monsters
have been noted -- which is probably
just as well, from an adventurer's point of
view. Enjoy.
 
 

OPILIONID (Cave Harvestman)
Created by: Ed Greenwood

FREQUENCY: Uncommon
NO. APPEARING: 1-20
ARMOR CLASS: 7
MOVE: 18?
HIT DICE: 3+3
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 2-8
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Standard
INTELLIGENCE: Animal
ALIGNMENT: Neutral
SIZE: L (8 legs, each up to 16' in length)
PSIONIC ABILITY: Nil
    Attack/Defense Modes: Nil
LEVEL/XP VALUE: III/110 + 4/hp

Found only in caves, large stone ruins,
or subterranean areas, opilionids are
spiderlike creatures. Most such species are
small, of hand-size or less, and blind, but
the giant variety described here has keen
(120') infravision and is always hungry,
hunting, and aggressive. Cave harvestmen,
as their nickname suggests, eat living or
decayed plant matter, but they are omnivores
and eat carrion or anything they can
catch.

Opilionids do not spin webs, but wander
ceaselessly in search of food, swarming
together if they detect strong prey or an
easy meal. Opilionids never fight among
themselves (and cannot be coerced into
doing so, magically or otherwise), but they
calmly eat dead or dying fellows. Cave
harvestmen wave their long, sharply
jointed legs continually as they move,
signaling to their fellows about danger or
the presence of a foe or potential prey,
and wafting air to their scent glands (opilionids
can smell very keenly within a 20?
radius).

Opilionids bite for 2-8 hp when they
pounce on prey. They customarily leap up
to 40?, and in combat, dance about continually
like acrobatic fencers. Once every 66
turns, one can exude a 30? jet of burning,
stinking acid from its underbody, dealing
2-8 hp damage. This acid consumes all
cloth or paper in 1-4 rounds (no save for
magical items); leather, rope, and wooden
items must save vs. acid or be destroyed.
A cave harvestman usually jets its acid
when physically attacked (but not when
attacked by missile fire or unseen opponents).
Any one attacker that it chooses is
automatically hit but gains a saving throw
vs. breath weapons ? if successful, suffering
only 1-4 hp damage. Any other beings
within 10' of the harvestman must also
save at +1, or be splashed for 2 hp damage.
The chemical creation of this acid
causes an unpleasant, sulphurous, rotting
smell, which is quite noticeable when
groups of these creatures gather, and it is
exuded continuously.

Opilionids are immune to all forms of
paralysis (including magical spells and
carrion-crawler secretions), to the effects
of their own acid and that of other opilionids,
and to the effects of webs (magical
or monstrous), which do not stick to them
-- although a magical rope of entanglement,
for example, will catch them.

Cave harvestmen travel far in their lives,
mating often. Within 10-40 days after
mating, a female lays a cocoon-wrapped
cluster of eggs in a relatively inacessible
area of a cavern, such as the ceiling,
and leaves them, with some prey for the
infant opilionids to eat, to hatch and grow
on their own. Infant opilionids hatch 1-6
weeks after the eggs are laid, and are AC
9, MV 16", have 1+1 HD, and do half
damage on all attacks until grown to maturity,
which occurs as food permits (typically
in six months or so). Infant opilionids
always hunt in packs or swarms for mutual
protection. Their favored food is
carrion-crawler flesh; they are also fond
of dwarven or duergar meals. Harvestmen
are usually a mottled, lichenlike greygreen
in hue. They appear as giant "daddy
longlegs," with impossibly-thin, long legs
and small (3' long) egg-shaped central
bodies, wrinkled in appearance and studded
with many tiny eyes. They have
barbed mandibles and wicked, manytoothed
mouths. Unlike spiders, their bite
is not poisonous.
 

SPIDER CAT
Created by: K.L. Campbell

FREQUENCY: Very rare
NO. APPEARING: 2-12
ARMOR CLASS: -1
MOVE: 24? (includes vertical surfaces)
*26?
HIT DICE: 7+7
% IN LAIR: 80%
TREASURE TYPE: B
NO. OF ATTACKS: 1 bite and 2 clawed forefeet
DAMAGE: 2-12/2-8/2-8
SPECIAL ATTACKS: Web, poison
SPECIAL DEFENSES: Immune to webs,
fear, and illusions; +2 or better weapon
to hit
MAGIC RESISTANCE: 30%
INTELLIGENCE: Semi-
ALIGNMENT: Chaotic neutral
SIZE: L (10' long)
PSIONIC ABILITY: Nil
    Attack/Defense Modes: Nil
LEVEL/XP VALUE: VII/1,725 + 10/hp

Spider cats are the creations of a mad
wizard, millenia dead. They now roam the
Prime Material Plane, eating anything
smaller than they are.

Predatory spider cats are able to fire a
mass of webbing at likely looking prey
within 30'. If a spider cat?s webbing hits a
target, the victim must roll his bend bars/
lift gates percentage to break free. A roll is
allowed each round that a victim is held, but
the strands get harder and tighter each
each round, causing a cumulative -10%
to the bend bars roll until the victim is
completely immobile. Once a single spider
cat has webbed a target, it drags off its
prey in the rigid mass, leaving everyone
else alone (including other potential victims
or attackers). If such a beast is attacked,
however, it defends itself.

If bitten by a spider cat, a victim must
save vs. poison at -2 or die. If he makes
his save, he takes 25 hp damage from the
effects of the spider venom. Anyone slain
by the venom is slowly dissolved, from the
inside out, as the venom liquefies the onceliving
tissue. Because of this process, slain
adventurers can only be brought back to
life with a wish spell. The dissolving process
is completed within 13-24 rounds,
leaving the victim sealed inside the hardened
webbing for the spider cat?s later
enjoyment (spider cats can easily bite
through and consume their own hardened
webs).

Spider cats appear to have the thorax
and abdomen of a tarantula-like spider,
with a feline head, a golden-furred body,
and lionlike clawed feet. Large, sharpened
mandibles appear in place of a regular
mouth. These monsters tend to lair in
prides which attack all living creatures,
though they strictly avoid undead (apparently
hating the smell). They collect treasure
by accident, though their ravages
usually ensure that the remains of many
victims and their belongings will be found
in their cavern lairs.
 

PHOENIX SPIDER
Created by: K.L. Campbell

FREQUENCY: Very rare
NO. APPEARING: 1-10
ARMOR CLASS: 7 to 1
MOVE: 12? *24?
HIT DICE: 3-10
% IN LAIR: 95%
TREASURE TYPE: Nil
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 1 bite
SPECIAL ATTACKS: Poison, web
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 25%
INTELLIGENCE: Low
ALIGNMENT: Chaotic evil
SIZE: S-L (1-20' across)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil
LEVEL/XP VALUE: Variable, as per incarnation

The phoenix spider was created through
a mutual effort by the demon queen Lolth
and an unknown powerful being from the
Elemental Plane of Fire. These creatures
now serve both lordlings.

The phoenix spider appears to be a small
crimson spider like a black widow, with a
black hourglass on the top of the abdomen.
They are vicious and attack anything
not spider- or flame-like in nature. They
can be killed by normal means and take
double damage from cold attacks and
temperatures. Fire-based attacks of sufficient
power (doing damage greater than or
equal to their current hit-point totals) will
seem to kill them. However, such attacks
actually strengthen these creatures, causing
them to reform in three rounds. If
slain by other means, it takes nine rounds
for these monsters to reform their essences
into a more powerful creature.

Only being killed by cold-based spells
prevents these beasts from reforming
again.
 
Form # 1 2 3 4 5 6 7
Size 1' 2' 4' 8' 12' 16' 20'
AC 7 6 5 4 3 2 1
Hit dice 3 4 5 6 7 8 10
Bite damage 1 1-3 1-4 1-6 1-8 1-10 1-12
Poison damage 4 5 6 10 12 16 20

The poison, which is injected with each
bite, kills if a save vs. poison is missed; the
damage listed is taken for a successful
saving throw. In addition, a phoenix spider
is able to fire a strand of webbing across a
distance five times as far as the spider?s
size (i.e., a phoenix spider in its first form
can fire a web only 5' distant, but a seventh-
form spider could fire a web up to
100'). One creature may be the victim of
such a web-shot, and must save vs. spells
as per the magic-user spell web, or else
suffer all the usual effects of the spell
itself. Note that the webs of the phoenix
spider are not flammable.

If a spider has reached its seventh transformation
(20') and it is slain by fire, it
reverses its growth process, shrinking one
size lower with each death. Any other
method of killing it after its seventh life
will permanently kill it.

Phoenix spiders are found in various
places in the Abyss, and some have been
summoned through special rituals by evil
drow and human cults. Because they like
hot temperatures, these monsters are
extremely rare and almost never found
away from the place where they were
summoned (which is usually kept warm).

POLAR SPIDER
Created by: Jeff MacArthur

FREQUENCY: Very rare
NO. APPEARING: 1 (5% chance of 2-5)
ARMOR CLASS: 3
MOVE: 16"
HIT DICE: 6 + 6
% IN LAIR: 50%
TREASURE TYPE: J-M, Q
NO. OF ATTACK: 1 bite
DAMAGE/ATTACK: 4-10
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low (see below)
ALIGNMENT: Neutral
SIZE: L (see below)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil
LEVEL/XP VALUE: VI/650 + 8/hp

These enormous arachnids inhabit only
the coldest and most remote snow-bound
regions. They build no webs, but roam in
search of anything edible. The great polar
spider usually hunts alone, but sometimes
travels in a small pack in order to bring
down creatures as formidable as frost
giants, white dragons, winter wolves, and
yeti.

When it comes to combat and hunting
techniques, the polar spider is exceptionally
clever. The spider usually hides in a
deep snowbank where it is 75% undetectable
due to coloration, stillness, and experience,
and rushes at passing prey,
surprising on a 1-4 on a d6. This spider?s
bite is fatally poisonous, and all saves vs.
poison are at -2 against it.

The monster is completely immune to
cold-based attacks. Its favorite prey are
humans and frost giants. A polar spider?s
lair is usually in an icy cavern or a large
tunnel in the snow, and here will be found
the spider's treasure (purely incidental).
The creature appears to be an enormous,
heavy-set spider covered by long, shaggy
white fur. Its many compound eyes are
dull blue, and its curved fangs are ivory
white in hue. These monsters are usually
6' high along their backs, and cover a
rough circle 8-10' in diameter when
standing.
 

BOLAS SPIDER, Giant
Created by: Jeff MacArthur

FREQUENCY: Uncommon
NO. APPEARING: 1-4
ARMOR CLASS: 4
MOVE: 9?
HIT DICE: 5 + 5
% IN LAIR: 65%
TREASURE TYPE: 1-4 magical items, 40%
(plus incidental monies and equipment)
NO. OF ATTACKS: 1 bite
DAMAGE/ATTACK: 2-8
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low
ALIGNMENT: Neutral evil
SIZE: L
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil
LEVEL/XP VALUE: V/350 + 6/hp

The giant bolas spider is a strange and
dangerous creature which has lost all webmaking
ability and now captures prey
with a sticky globule attached to a tough
silk line. The spider twirls the weighted
line rapidly above its head using one of its
powerful legs, while it judges the distance
of the intended quarry. With a mighty
flick, the spider releases the filament,
which feeds out of the creatures? abdominal
spinnerets to the length required by
the distance of the target. The maximum
range of this silk filament is about 240?,
and the spider throws it with such speed
and accuracy that it receives a +3 bonus
to hit, with no range modifiers. Once
struck, the victim becomes stuck fast to
the filament.

The bolas spider then braces itself and
hauls in the catch, which can weigh up to
5,000 gp weight, at the rate of 60? per
round. Anyone resisting this pull in any
manner will find that the spider may well
walk toward its prey at the same rate of
speed, slowly winding up the cord with
one skilled foreleg. The cord is so tough
and elastic that it can only be cut if at least
10 hp damage are done to it in a single
stroke from a magical edged weapon (the
cord is AC 4). Only creatures with giant
strength may snap the cord by physical
force, such an effort taking 1-4 rounds. A
bolas spider has enough sense to determine
if a creature is too huge to be pulled
in by its globby bolas, and they are not
overly fearless or foolhardy. If necessary,
the spider can cut its own cord and leave.
When a creature is hauled in by the arachnid,
the spider then administers its deadly
bite (save vs. poison or die).

These monsters lair in huge, sturdy
treetops overlooking a well-used road or
path, or in the upper floors of an abandoned
tower or building. There are reported
incidents of these vile spiders
taking up residence in spacious barn haylofts.
The farmers owning these buildings
have lost livestock, farm hands, and family
members due to the voracious habits of
this spider. A bolas spider's lair is always
cluttered with bones, husks, and the nonmagical
equipment of past victims. The
spider wraps magical treasure up in silk
bundles to hide it; for some reason, these
creature can detect magic by touch, and
are attracted to magical items (though they
have no use for them and may not even be
aware of their value).