Neutral Large Monster (animal, arachnid) (8-ft, 330-lbs)
FREQUENCY: Very rare
NO. APPEARING: 1-4
SURPRISE: 33%
SENSES: insect senses
ARMOR CLASS: 4
MOVE: 12"
HIT DICE: 6 + 6 (hp 33)
% IN LAIR: 25%
TREASURE TYPE: N (x4), Q (x1d2)
THAC0: 13
MELEE: 2 pedipalps (no damage) plus grab or bite (4d4)
SPECIAL ATTACKS: grab - Hits As: +2
SPECIAL DEFENSES: none
WEAKNESS: non-intelligent
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non-
MORALE: fanatical
SAVES: Poison 13, Petrify 14, Wand 15, Breath 16, Spell 16
LEVEL: V (XP 350 + 8 per hp)
Neutral Man-sized Monster (animal, arachnid) (6-ft, 200-lbs)
FREQUENCY: Very rare
NO. APPEARING: 1-6
SURPRISE: 33%
SENSES: insect senses
ARMOR CLASS: 5
MOVE: 9"
HIT DICE: 5 + 5 (hp 28)
% IN LAIR: 20%
TREASURE TYPE: Q, S
THAC0: 13
MELEE: 2 pedipalps (no damage) plus grab or bite (3d4)
SPECIAL ATTACKS: grab - Hits As: +1
SPECIAL DEFENSES: none
WEAKNESS: non-intelligent
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non-
MORALE: fanatical
SAVES: Poison 13, Petrify 14, Wand 15, Breath 16, Spell 16
LEVEL: IV (XP 225 + 6 per hp)
Neutral Man-sized Monster (animal, arachnid) (4-ft, 125-lbs)
FREQUENCY: Very rare
NO. APPEARING: 1-6
SURPRISE: 33%
SENSES: insect senses
ARMOR CLASS: 6
MOVE: 9"
HIT DICE: 3 + 3 (hp 17)
% IN LAIR: 10%
TREASURE TYPE: Q
THAC0: 16
MELEE: 2 pedipalps (no damage) plus grab or bite (2d4)
SPECIAL ATTACKS: grab - Hits As: normal
SPECIAL DEFENSES: none
WEAKNESS: non-intelligent
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non-
MORALE: fanatical
SAVES: Poison 13, Petrify 14, Wand 15, Breath 16, Spell 16
LEVEL: III (XP 85 + 4 per hp)
Variously known as false spiders, camel spiders, or sun spiders, the solifugids are arachnid in nature. They have powerful, hooked beaks and 10 legs, the first pair ending in sucker-like clamps.
When in combat, a solifugid will attempt to attack with each of its 2 front legs. Should either score a hit, no damage will be done but the character struck will be caught in the grip of the solifugid.
On each melee round thereafter, the beak attack will gain +3 on its to-hit roll; note that only the beak can do actual damage (the amount indicated).
This bonus will continue for as long as a character is held; the only way to break the grip is to sever a limb by rolling a 3 or more above the normal number needed to hit [with a slashing or chopping weapon].
Whenever solifugids are encountered outdoors, there is a 60% chance that they will be of the nocturnal variety, normally venturing out only at night. These creatures will flee from lights brighter than a torch or lantern and attack at -2 when in daylight.
Solifugids live in warm desert climates. They are indiscriminate eaters, and if hungry will attack anything that moves.
Commonly called whip scorpions, these creatures can be found in nearly any climate except that of arctic or tundra. They appear to be a cross between a spider and a scorpion. Pedipalpi may be found in a variety of different colorings, browns and tans being the most common.
Neutral Large Monster (animal, arachnid) (8-ft, 330-lbs)
FREQUENCY: Very rare
NO. APPEARING: 1-2
SURPRISE: 33%
SENSES: insect senses
ARMOR CLASS: 2
MOVE: 6"
HIT DICE: 4 + 4 (hp 22)
% IN LAIR: 20%
TREASURE TYPE: I
THAC0: 15
MELEE: 2 pincers (1d8 each) plus constrict and bite (2d4)
SPECIAL ATTACKS: constrict (2d8), noxious gas - Hits As: +1
SPECIAL DEFENSES: none
WEAKNESS: non-intelligent
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non-
MORALE: fanatical
SAVES: Poison 13, Petrify 14, Wand 15, Breath 16, Spell 16
LEVEL: IV (XP 170 + 5 per hp)
The largest of their species, the uropygi or giant pedipalpi, have whip-like tails and forelegs that end in large pincers.
Although the tail looks dangerous, it is not used to attack; instead, these creatures attack with 2 pincers and a bite.
After a hit has been scoréd, the giant pedipalp will grip, automatically bite (for 2-8 points), and do crushing damage (the same as 2 pincer hits; 2-16) on all rounds thereafter. This grip may be broken only by killing the monster or severing the pincer (which requires a roll 3 higher than the normal to-hit number).
The giant pedipalpi also discharge a noxious vapor when in combat. This irritant will affect all non-pedipalp creatures within a 20-foot radius, and all within it who fail a saving throw vs. Poison fight with a -3 on their to-hit rolls for 1-6 rounds. Uropygi may discharge this gas 3 times per day.
Neutral Small Monster (animal, arachnid) (4-ft, 85-lbs)
FREQUENCY: Rare
NO. APPEARING: 1-4
SURPRISE: 33%
SENSES: insect senses
ARMOR CLASS: 4
MOVE: 9"
HIT DICE: 2 + 2 (hp 11)
% IN LAIR: 10%
TREASURE TYPE: Q (x4), T
THAC0: 16
MELEE: 2 pincers (1d6 each) plus constrict and bite (1d8)
SPECIAL ATTACKS: constrict (2d6) - Hits As: normal
SPECIAL DEFENSES: none
WEAKNESS: non-intelligent
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non-
MORALE: fanatical
SAVES: Poison 14, Petrify 15, Wand 16, Breath 17, Spell 17
LEVEL: IV (XP 50 + 3 per hp)
The amblypygi, or huge pedipalpi, have developed 2 whip-like appendages in place of 1 pair of legs. Another set of legs has developed spiny pincers on the ends, which these creatures use to attack their prey. They also bite.
After a hit has been scored, the huge pedipalp will grip and automatically do crushing damage (the same as 2 pincer hits; 2-12) on all rounds thereafter. The chance of a character breaking this grip is the same as that for Opening Doors.
Neutral Small Monster (animal, arachnid) (3-ft, 60-lbs)
FREQUENCY: Rare
NO. APPEARING: 1-4
SURPRISE: 33%
SENSES: insect senses
ARMOR CLASS: 7
MOVE: 12"
HIT DICE: 1 + 1 (hp 6)
% IN LAIR: 5%
TREASURE TYPE: M, Q (x2)
THAC0: 18
MELEE: bite (1d8)
SPECIAL ATTACKS: none - Hits As: normal
SPECIAL DEFENSES: none
WEAKNESS: non-intelligent
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non-
MORALE: fanatical
SAVES: Poison 14, Petrify 15, Wand 16, Breath 17, Spell 17
LEVEL: IV (XP 20 + 2 per hp)
The smallest of the pedipalpi, the schizomidae, have no obvious whips, although they do have 2 grasping arms and fearsome-looking mandibles. They are incapable of holding any prey larger than themselves.