| Squaba |
I made some spiders for my campaign which I'm running on a world trapped in endless winter. I need to know if they're too strong or if they seem safe to use. Feed back is appreciated!
Spider, Steam Spinner (Medium)
This pale white spider’s carapace is covered in a thin layer of ice. Its abdomen glows a sullen orange. Grasping legs reach out for you while a pair of huge vertical mandibles chews wildly at the air.
Steam Spinner (Medium)
CR 4
XP 1,200
N Medium Vermin
Init +3; Senses Darkvision 60 ft; Perception +4
Defense
AC 18, touch 13, flat-footed 15 (+3 dex, +5 natural)
HP 45 (6d8+18)
Fort +8, Ref +6, Will +2
Immune mind-affecting effects
Offense
Speed 50 ft., climb 30 ft.
Melee bite +7 (1d6+3 plus poison)
Special Attacks: Web (+5 Ranged, DC 14, 5 hp)
Statistics
Str 16, Dex, 16, Con, 17, Int –, Wis 11, Cha 2
Base Attack +6; CMB +9, CMD +22 (+30 vs. trip)
Skills Climb +11, Perception +4, Stealth +5; Racial Modifiers +8 Climb, +4 Percepiton, +4 Stealth
Ecology
Environment: Any cold or underground
Organization: Solitary, pair, or colony (3-6)
Treasure: Incidental
Special Abilities
Bite – injury; save Fort DC 18; frequency 1/round for 3 rounds; effect 1d3 Dex and staggered; cure 1 save. Save DC is Con-based with a +2 racial bonus.
Steam Spray – 15 foot cone of steam once every 1d6 rounds; damage 3d4 fire; Reflex DC 16 for half. The save DC is Constitution based.
Steam spinners are spiders that have evolved to survive in the harsh winter environs. Their bodies produce intense internal heat, but their thick carapaces prevent that heat from radiating outward. They use their internal flames to create a source of boiling water that they can slowly release to form intricate webs of ice, or in sudden blasts that they use to weaken their prey before they go in for the kill. Their bodies are covered in a layer of ice from the steam clouds they create, granting them additional protection without hindering their movements.
Spider, Steam Flinger (Large)
This massive spider is shrouded by a clinging mist and covered in a thick layer of ice. Its eyes are red and its body pulses with heat under the ice.
Steam Flinger
CR 5
XP 1,600
N Large Vermin
Init +1; Senses Darkvision 60 ft; Perception +6
Defense
AC 17, touch 10, flat-footed 16 (+1 dex, +7 natural, -1 size)
HP 68 (8d10+24)
Fort +9, Ref +7, Will +2
DR 5/-, Immune cold, Immune mind-affecting effects
Offense
Speed 50 ft., climb 30 ft.
Melee bite +14 (1d8 + 1d6 Cold)
Special Attacks: Clinging mists (DC 17), pounce
Statistics
Str 18, Dex, 13, Con, 17, Int –, Wis 11, Cha 2
Base Attack +10; CMB +15, CMD +28 (+34 vs. trip)
Skills Climb +14, Perception +6, Stealth +9; Racial Modifiers +10 Climb, +6 Percepiton, +8 Stealth
Ecology
Environment: Any cold or underground
Organization: Solitary, or pair
Treasure: Incidental
Special Abilities
Clinging mist – The steam flinger is surrounded by supernaturally cold mists. Creatures moving into a threatened square must succeed on a Fortitude save each round they’re in the area or be staged for 1 round. Creatures that make their save are resistant to the effect until they leave and reenter the area. The save DC is listed in the steam flinger’s stat block and is Constitution based.
Steam Spray – 15 foot cone of steam once every 1d6 rounds; damage 3d4 fire; Reflex DC 16 for half. The save DC is Constitution based.
Steam jet – 45 foot ray of steam 2/day; damage 4d6fire; Ranged touch attack; no save.
More mature steam spinners, they are larger, and more aggressive. Since it has lost its venom and its ability to spin webs it now it relies on its steam jet to weaken its prey before it charges out of hiding and pouncing to finish them off. Its larger size allows its internal flame to build more heat and it armors itself in a thick layer of ice. The ice and intense heat from its body create a bone chilling mist that clings to the spider at all times, helping it hide while it waits for an opportunity to ambush potential meals.
| Knight Magenta |
The poison DC is a little high for CR 4, as it also staggers.
The medium spider has too much strength and con, and the large one too little.
Usually, going from medium to large gives you +8 str, +4 con and -2 dex.
Check out the monster building guide: http://www.d20pfsrd.com/bestiary/rules-for-monsters/monster-creation
| Buri |
AC, HP, saves, attack, and DC are all a tad high on both. At levels 4 and 5 you'll fail against the DC more than half the time and you'll be making those saves regularly as you'll be getting hit often. This assumes you're keeping it in line Pathfinder balance. I'd suggest pairing them down and then applying a template if they're supposed to be special in some way. Might you be making these to fight a more optimized party instead of the Paizo assumed 15 point buy, 4 man balanced party?
| Squaba |
It's a 5 man team of PCs. They did die rolls, 4d6 dropping 1s and 2s, and keeping the best 3. The fighter has an ac 24 and 18S, 16D, 17C, 14I, 15W, 12Ch stats, the rest are slightly less powerful but with 18s in their respective class stats.
They're a little under geared magic wise, but are all pretty balanced, except the fighter's high AC.
| Buri |
Die rolling stats can easily get you a 30 - 50 point buy equivalent. In that setting these could work as your PCs are likely all above board especially if they couldn't possibly roll below average stats. Take a D20 and roll it out a few times adding these spider's to-hit, roll a couple more times for your PC saves, and see how the die favors the stats. If it "feels right," go with it.
| 9toes |
These are pretty cool spiders. I use pretty close to the same character die rolling method. The saves are a little high especially cuz of the stagger condition, but i would totally use these in my campaigns. I generally have pretty strong characters so they would fair OK with these. Neat concept. Kind of like a Remorhaz with the internal heat and being next to them really sucks. I like these a lot. Do you mind if i used them? I LOVE spiders in my campaigns and these would definitely catch my meta-gamers off guard!
| Squaba |
Update: I tried to fix them up a bit. I added a few more types to even out the CRs to make for more rounded encounters. Please, let me know what you think!
Spider, Steam Spinner (Small)
This spider is about the size of a dog. Its body is a pale blue and patches of white frost can be seen shimmering against its carapace.
Steam Spinner
CR 1
XP 400
N Small Vermin
Init +3; Senses Darkvision 60 ft, Tremorsense 60 ft; Perception +4
Defense
AC 15, touch 13, flat-footed 12 (+2 dex, +2 natural, +1 size)
HP 16 (3d8+3)
Fort +4, Ref +4, Will +1
Immune cold, Immune mind-affecting effects
Offense
Speed 30 ft., climb 30 ft.
Melee bite +2 (1d4 + Poison)
Special Attacks: web (+5 ranged, DC 12, hp 2)
Statistics
Str 10, Dex 14, Con 12, Int —, Wis 10, Cha 2
Base Atk +2; CMB +2; CMD 15 (27 vs. trip)
Skills Climb +16, Perception +4 (+8 in webs), Stealth +7 (+11 in webs); Racial Modifiers +4 Perception, +4 Stealth, +16 Climb
Ecology
Environment: Any cold or underground
Organization: Solitary, or pair
Treasure: Incidental
Special Abilities
Poison – Save Fort DC 14; frequency 1/round for 4 rounds; effect 1d2 Dex damage; cure 1 save.
Steam Cloud – The spider releases a blast of steam that obscures the area. Treat this as Fog Cloud as cast by a level 1 wizard.
Steam spinners are a species of spider that have evolved to survive in the harsh winter environs. Their bodies produce intense internal heat, but their thick carapaces prevent that heat from radiating outward. They use their internal flames to create a source of boiling water that they can slowly release to form intricate webs of ice, or in sudden blasts that they use to disorient or frighten their foes. Their bodies are covered in a layer of ice from the steam clouds they create, granting them additional protection without hindering their movements.
Spider Swarm, Steamling
A scurrying mass of pale white and blue spiders burst out of the corpse and rush towards you, the air around them shimmers with heat.
Steamling Spider Swarm
CR 2
XP 600
N Fine vermin (swarm)
Init +2; Senses darkvision 60 ft.; Perception +4
Defense
AC 20, touch 12, flat-footed 18 (+2 Dex, +8 size)
hp 13 (3d8)
Fort +3, Ref +3, Will +1
Immune mind-affecting effects, weapon damage, swarm traits, vermin traits
Weaknesses swarm traits
Offense
Speed 10 ft., climb 10 ft.
Melee swarm (1d6 plus disease)
Space 10 ft.; Reach 0 ft.
Special Attacks disease, distraction (DC 11), burning aura
Statistics
Str 1, Dex 15, Con 10, Int —, Wis 10, Cha 2
Base Atk +2; CMB —; CMD —
Skills Climb +10, Perception +4, Stealth +22; Racial Modifiers +4 Perception, +4 Stealth
Special Abilities
Disease (Ex)
Filth Fever: Swarm—injury; save Fort DC 12; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves.
Burning Aura (Ex)
When agitated a steamling swarm generates as much heat as a pile of campfire coals. A creature in the swarm takes 1d4 fire damage in addition to being Distracted. A reflex save of 13 negates this damage.
Distraction (Ex): Any living creature vulnerable to the steamling swarm’s damage that begins its turn in its square is nauseated for 1 round. A Fortitude saving throw DC 11 negates this effect. Even with a successful save, spellcasting or concentrating on spells within the area of a creature swarm requires a Concentration check (DC 20 + spell level). Using skills requiring patience and concentration requires a Will save (DC 20).
Ecology
Environment Any Cold, or underground
Organization solitary, pack (2-4), or colony (5-10)
Treasure none
Steamlings are juvenile steam spinners. Their small size means their internal flame is relatively weak, and so they lack the ability to spin ice webs or even provide themselves with the heat needed to survive in the harsh climates they call home. To combat this they band together, creating more heat and allowing them to take down prey. After defeating a foe they hide within the body until it has been completely devoured and then burst out, moving on to the next meal.
Spider, Steam Weaver (Medium)
This pale white spider’s carapace is covered in a thin layer of ice. Its abdomen glows a sullen orange. Grasping legs reach out for you while a pair of huge vertical mandibles chews wildly at the air.
Steam Weaver (Medium)
CR 3
XP 800
N Medium Vermin
Init +3; Senses Darkvision 60 ft, Tremorsense 60 ft; Perception +4
Defense
AC 16, touch 13, flat-footed 15 (+3 dex, +3 natural)
HP 38 (5d8+15)
Fort +7, Ref +3, Will +1
Immune mind-affecting effects
Offense
Speed 30 ft., climb 30 ft.
Melee bite +6 (1d6+3 plus poison)
Special Attacks: Web (+5 Ranged, DC 14, 5 hp)
Statistics
Str 16, Dex, 16, Con, 17, Int –, Wis 11, Cha 2
Base Attack +6; CMB +9, CMD +22 (+30 vs. trip)
Skills Climb +20, Perception +4, Stealth* +2 (+6 webs); Racial Modifiers +8 Climb, +4 Perception, +4 Stealth (+8 webs)
Ecology
Environment: Any cold or underground
Organization: Solitary, pair, or colony (3-6)
Treasure: Incidental
Special Abilities
Bite – injury; save Fort DC 15; frequency 1/round for 3 rounds; effect 1d3 Dex and staggered; cure 1 save. Save DC is Con-based.
Steam Spray – 15 foot cone of steam once every 1d6 rounds; damage 3d4 fire; Reflex DC 14 for half. The save DC is Constitution based.
A larger version of the steam spinner; the steam weaver relies on its webs to catch prey and uses its venom to debilitate foes before wrapping them up and dragging them back to their lair. Their larger size means that their internal flame has begun to build to a level that allows them to release their steam in potent blasts to damage enemies in dire situations.
Spider, Steam Flinger (Large)
This massive spider is shrouded by a clinging mist and covered in a thick layer of ice. Its eyes are red and its body pulses with heat under the ice.
Steam Flinger
CR 5
XP 1,600
N Large Vermin
Init +1; Senses Darkvision 60 ft, Tremorsense 60 ft; Perception +6
Defense
AC 17, touch 12, flat-footed 16 (+2 dex, +6 natural, -1 size)
HP 60 (5d8+24)
Fort +9, Ref +7, Will +2
DR 3/-, Immune cold, Immune mind-affecting effects
Offense
Speed 50 ft., climb 30 ft.
Melee bite +14 (1d8+6)
Special Attacks: Clinging mists (DC 15)
Statistics
Str 21, Dex 15, Con 16, Int —, Wis 12, Cha 2
Base Attack +10; CMB +15, CMD +28 (+34 vs. trip)
Skills Climb +14, Perception +6, Stealth +9; Racial Modifiers +10 Climb, +6 Perception, +8 Stealth
Ecology
Environment: Any cold or underground
Organization: Solitary, or pair
Treasure: Incidental
Special Abilities
Clinging mist – The steam flinger is surrounded by supernaturally cold mists. Creatures moving into a threatened square must succeed on a Fortitude save each round they’re in the area or be staged for 1 round. Creatures that make their save are resistant to the effect until they leave and reenter the area. The save DC is listed in the steam flinger’s stat block and is Constitution based.
Steam Spray – 15 foot cone of steam once every 1d6 rounds; damage 3d4 fire; Reflex DC 11 for half.
Steam jet – 45 foot ray of steam 2/day; damage 4d6 fire; Ranged touch attack; no save.
More mature steam spinners, they are larger, and more aggressive. Since it has lost its venom and its ability to spin webs it now it relies on its steam jet to weaken its prey before it charges out of hiding and pouncing to finish them off. Its larger size allows its internal flame to build more heat and it armors itself in a thick layer of ice. The ice and intense heat from its body create a bone chilling mist that clings to the spider at all times, helping it hide while it waits for an opportunity to ambush potential meals.
Spider, Steam Spinner Brood Queen (Huge)
A massive blue spider covered in thick layers of spikey ice glares at you from the shadows. Its body shimmers under the ice with pulsing red heat.
Steam Spinner Brood Queen
CR 6
XP 2,400
N Huge vermin
Init +2; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +5
Defense
AC 22, touch 10, flat-footed 20 (+2 Dex, +12 natural, –2 size)
HP 72 (7d8+24)
Fort +9, Ref +8, Will +5
DR 5/Bludgeoning, Ice Shards; immune mind-affecting effects
Offense
Speed 30 ft., climb 30 ft.
Melee bite +15 (2d8+8)
Ranged ice shards +7 touch (nausea)
Space 20 ft.; Reach 20 ft.
Statistics
Str 26, Dex 15, Con 18, Int —, Wis 12, Cha 2
Base Atk +7; CMB +15; CMD 28 (40 vs. trip)
Skills Climb +28*, Perception +4, Stealth –2 (+6 in webs); Racial Modifiers +8 Climb, +4 Perception, +4 Stealth (+8 in webs)
Ecology
Environment Any Cold, or Underground
Organization solitary
Treasure incidental
Special Abilities
Ice Shards – A brood queen can throw razor sharp pieces of ice from its body at a creature as a ranged touch attack (range increment 20 feet). A creature struck by these shards must make a DC 18 Fort save or be nauseated for 1d6 rounds as the cloud of ice particles makes normal actions difficult. A creature that attacks a brood queen with a non-reach melee weapon must make a DC 18 Reflex save to avoid being struck by these particles.
Steam Blast – An explosive blast a steam that fills a 20-foot radius area within 200 feet 1/day; damage 6d6; Reflex DC 17 for half. The save DC is Constitution based.
Steam Jet – 45 foot ray of steam 2/day; damage 4d6 fire; Ranged touch attack; no save.
Steam Spray – 15 foot cone of steam once every 1d6 rounds; damage 5d4 fire; Reflex DC 15 for half. The save DC is Constitution based.
Brood Queens are the final stage of growth for female steam spinners. They are massive spiders that generate intense heat under their carapace, allowing for devastating attacks. They cover themselves with thick layers of ice that drips and melts constantly during the day, forming sharp icicles that dangle from their bodies during the night. They often take up residence in abandoned mines, or old ruins making themselves a lair to give birth to future generations of Steam Spinners. Hopeful males will bring tributes of food to the larger females, attempting to woo her. A brood queen near a farming community can mean abducted live stock, or even abducted farmers, as potential males vie for her attentions.