Corpsespun are undead creatures formed when a living creature is slain by a corpsespinner (see the corpsespinner entry). The poison of the corpsespinner interacts with the slain creature’s body and animates
it as a corpsespun creature; a zombie-like automaton sheathed in webs whose insides have been replaced with thousands of tiny spiders. The creature retains no memories of its former life, and while free-willed,
the corpsespun rarely wanders far from the corpsespinner that created it.
The creature appears as a zombie shrouded in thick webs with hundreds of spiders (of all sizes, shapes, and colors) crawling over its body and into and out of its ears, eyes, and mouth.
Corpsespun creatures do not understand or speak any languages they knew in life.
“Corpsespun” is an acquired template that can be added to any corporeal creature slain by a corpsespinner and is hereafter referred to as the “base creature”. It uses all the base creature’s statistics except as noted here.
CR: Same as the base creature +1.
AL: Always neutral evil.
Type: The base creature’s type changes to undead. It retains any elemental type modifiers (except fire) but loses any alignment or racial subtypes. It also gains the augmented subtype. It uses all the base creature’s statistics and abilities except as noted here. Do not recalculate the creature’s base attack bonus, saves, or skill points.
Senses: A corpsespun creature gains darkvision to a range of 60 feet.
Hit Dice: Change all the creature’s racial Hit Dice to d8s. All Hit Dice derived from class levels remain unchanged. Corpsespun use their Charisma modifiers to determine bonus hit points (instead of Constitution).
Defensive Abilities: A corpsespun creature has channel resistance +2. In addition, a corpsespun with 1–3 HD has no damage reduction. A corpsespun with 4–9 HD has DR 5/magic. A corpsespun with 10 or more HD has DR 10/magic. A base creature that already has DR for magic uses its original value, or this one, whichever is better.
Speed: If the base creature can fly, reduce its maneuverability to clumsy.
Attacks: The corpsespun retains all the natural attacks and weapon proficiencies of the base creature. A corpsespun also gains a slam attack if it didn’t already have one. A slam attack deals damage depending on the corpsespun’s size. Creatures with natural attacks retain their old damage rating or use the values below, whichever is better.
Special Attacks: A corpsespun loses any supernatural or spell-like abilities of the base creature but retains all extraordinary special attacks. Additionally, it gains those listed below. Saves have a DC of 10 + 1/2 the corpsespun’s HD + the corpsespun’s Charisma modifier unless noted otherwise. Special attacks that use the base creature’s Constitution score now use its Charisma (it’s undead and has no Constitution score now).
Every 1d4 rounds as a standard action, a Corpsespun Creature can spray a hail of spiders from its mouth in a 20-foot cone. Each creature in the area takes 3d6 points of swarm damage (DC 10 + 1/2 HD + Cha modifier Reflex save for half) and is distracted (DC 10 + 1/2 HD + Cha modifier Fortitude save negates). The spiders quickly spread across the opponent’s body in the same round they contact it and
automatically bite, delivering a highly debilitating poison. The spiders cause swarm damage and distraction each round for 1d4 rounds, at which point they fall off and die. The save DCs are Charisma-based.
Whenever a corpsespun successfully hits an opponent with a natural attack, or whenever the corpsespun is successfully hit with a natural attack or unarmed strike, a number of spiders are automatically transferred to the opponent. The spiders quickly spread and swarm over the opponent (as detailed in the spider spray ability). These spiders fall off and die after 1 round.
Feats: Same as the base creature. The corpsepsun also gains Toughness as a bonus feat.
Skills: Same as the base creature and modified by any increase or decrease in ability scores.
Special Qualities: A corpsespun loses all supernatural and spelllike abilities but retains all extraordinary special qualities of the base creature.
Environment same as base character
Organization gang (2–5) or troupe (1 corpsespinner plus 6–11 corpsespun)