Phase Spider
Description
Phase spiders are voracious predators from the Ethereal Plane who hunt on the Material Plane. When prey is located, the spider shifts to the Ethereal Plane to prepare an ambush. Against a lone victim, the spider shifts to the Material Plane, bites the victim, then retreats back to the Ethereal Plane to wait for the poison to take effect. Against multiple foes, a phase spider follows these same tactics, and on each round a foe remains in reach at the start of its turn, it repeats this gambit. If no foes are in reach, it moves while ethereal to prepare an attack on an available target, but unless it feels safe in spending an entire round on the Material, it won't phase back to attack unless it can do so while saving a move action for an escape.
Phase spiders are the natural enemy of another denizen of the Ethereal Plane—the xill. The two races have long fought a bloody war with no real prospect of a resolution anytime soon. Were phase spiders less horrifying and alien in appearance, they might find the allies they need to defeat the sinister xill among other races, but their monstrous forms and often overwhelming hunger make diplomacy difficult.
On the Ethereal Plane, phase spiders can manipulate the raw smoky ether in a manner similar to how a spider manipulates webs. Vast, complex nests of semisolid ether float idly through the eddies of the Ethereal Plane, each supporting numerous phase spiders. The creatures enjoy each other's company, but have no real concept of family—a newborn phase spider is fully capable of fending for itself and is treated no differently by its parents or siblings than any other.
The typical phase spider is 8 feet long and weighs about 700 pounds.
Combat Stats
- Melee
- bite +10 (2d6+7 plus poison and grab)
- Space
- 10 ft.
- Reach
- 5 ft.
- Defensive Abilities
- ethereal jaunt
Ability Scores
Special Attacks
Ethereal Ambush — A phase spider that attacks foes on the Material Plane in a surprise round can take a full round of actions if it begins the combat by phasing into the Material Plane from the Ethereal Plane.
Feats
Special Abilities
Universal Monster Rules
Special Abilities
Feats, Traits & Items
Choose one of the creature's special attacks. Add +2 to the DC for all saving throws against the special attack on which the creature focuses.
You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.
Skills
Climb +18, Perception +6, Stealth +7
- Type
- Magical Beast
- Alignment
- N
- Size
- Large
- Environment
- warm hills
- Organization
- solitary, pair, or cluster (3-6)
- Treasure
- none
- Senses
- darkvision 60 ft., low-light vision; Perception +6
- Languages
- Aklo
- Source
- Bestiary