Spiders are found in all regions except those which are frigid, and legends tell of giant, fur-clad, white spiders inhabiting polar climes. All spiders are aggressive predators. Even if not hungry, they will attack creatures which disturb their web. They dwell both above and below ground.
Neutral Large Monster (arachnid) (8-ft to 12-ft diameter)
FREQUENCY: Uncommon
NO. APPEARING: 1-8 (V. 1d2)
SURPRISE: 33%
SENSES superior infravision
ARMOR CLASS: 4
MOVE: 12" — climb 12" — in web 3"
HIT DICE: 4 + 4 (hp 22)
% IN LAIR: 70%
TREASURE TYPE: C
ATTACK AC 0: 15
MELEE: bite (2d4) plus poison
SPECIAL ATTACKS: poison, webs - Hits As: +1
SPECIAL DEFENSES: immune to webs
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low (5-7)
MORALE: +24%
SAVES: Poison 11, Petrify 12, Wand 13, Breath 13, Spell 14
LEVEL: V (XP 205 + 5 per hp)
These monsters are web builders. They will construct their sticky traps horizontally or vertically so as to entrap any creature which touches the web. Some will lurk above a path in order to drop upon prey.
A giant spider will flee from an encounter with a superior foe, typically hiding in some secret spot for safety.
The web is as tough and clinging as a web spell.
Any creature with 18 or greater Strength can break free in 1 melee round, a 17 Strength requires 2 melee rounds, etc.
Webs are quite inflammable.
The bite of a giant spider is poisonous. A victim must save versus poison or be killed.
Neutral Man-sized Monster (arachnid) (6-ft diameter)
FREQUENCY: Common
NO. APPEARING: 1-12 (III. 1d3)
SURPRISE: 17% — Others +50%
SENSES superior infravision
ARMOR CLASS: 6
MOVE: 18" — climb 18"
HIT DICE: 2 + 2 (hp 11)
% IN LAIR: 50%
TREASURE TYPE: J-N, Q
THAC0: 16
MELEE: bite (1d6) plus poison
SPECIAL ATTACKS: leap, poison (+1) - Hits As: normal
SPECIAL DEFENSES: immune to webs
MAGIC RESISTANCE: Standard
INTELLIGENCE: Animal (1)
MORALE: +12%
SAVES: Poison 13, Petrify 14, Wand 15, Breath 16, Spell 16
LEVEL: III (XP 105 + 3 per hp)
The typical huge spider is not a web builder but a roving hunter such as a wolf spider.
It can leap 3" upon prey and deliver its deadly bite.
All saving throws versus the poison of huge spiders are at +1 on the dice.
Others of this ilk build carefully hidden places of concealment and rush forth upon prey, i.e. trapdoor spiders of huge size.
Note that these creatures surprise prey on a roll of 1-5 (out of 6).
Neutral Small Monster (arachnid) (2-ft diameter)
FREQUENCY: Common
NO. APPEARING: 2-20 (III. 1d4+1)
SURPRISE: 33%
SENSES superior infravision
ARMOR CLASS: 8
SPEED: 15" — climb 15" — in web 6"
HIT DICE: 1 + 1 (hp 6)
% IN LAIR: 60%
TREASURE TYPE: J-N
ATTACK AC 0: 18
MELEE: bite (1) plus poison
SPECIAL ATTACKS: poison (+2) - Hits As: normal
SPECIAL DEFENSES: immune to webs
WEAKNESS: non-intelligent
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non-
MORALE: +0%
SAVES: Poison 14, Petrify 15, Wand 16, Breath 17, Spell 17
LEVEL: III (XP 120 or 110 + 2 per hp)
These creatures scuttle and scurry about — on walls, ceilings, and floors, in and out of their webs, always searching for victims.
They are 90% likely to attack any creature within 3".
Their poison is relatively weak in most cases, so saving throws are at +2.
Neutral Large Monster (arachnid, extra-planar) (15-ft diameter)
FREQUENCY: Rare
NO. APPEARING: 1-4 (VI. 1d3)
SURPRISE: 33%
SENSES superior infravision
ARMOR CLASS: 7
MOVE: 15" — climb 15" — in web 6"
HIT DICE: 5 + 5 (hp 28)
% IN LAIR: 75%
TREASURE TYPE: E
THAC0: 13
MELEE: bite (1d6) plus poison
SPECIAL ATTACKS: poison (-2), webs - Hits As: +1
SPECIAL DEFENSES: immune to webs, phasing
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low (5-7)
MORALE: +30%
SAVES: Poison 10, Petrify 11, Wand 12, Breath 12, Spell 13
LEVEL: VI (XP 607 or 325 + 6 per hp)
Although these monsters appear to be nothing more than very great spiders, they are something quite beyond this.
Phase spiders will seek to evade encounters which are unfavorable.
When attacking or being attacked the phase spider is able to shift out of phase with its surroundings, bringing itself back only when it is ready to deliver its poisonous bite. When out of phase they are impervious to nearly all forms of attack, although a phase door spell will cause one to remain in phase for 7 melee rounds. Oil of etherealness and armor of etherealness also put their wearers into the same phase as this monster when it shifts out of phase.
Victims must save at -2 on their poison saving throw.
Their webs are equal to those of giant spiders.
Neutral Man-sized Monster (arachnid) (6-ft diameter)
FREQUENCY: Common
NO. APPEARING: 1-10
SURPRISE: 33%
SENSES infravision
ARMOR CLASS: 5
MOVE: 15"
HIT DICE: 3 + 3 (hp 16)
% IN LAIR: 90%
TREASURE TYPE: J-N, Q
THAC0: 16
MELEE: bite (1d4) plus poison
SPECIAL ATTACKS: poison, webs - Hits As: +1
SPECIAL DEFENSES: immune to webs
MAGIC RESISTANCE: Standard
INTELLIGENCE: Semi- (2-4)
MORALE: +18%
SAVES: Poison 13, Petrify 14, Wand 15, Breath 16, Spell 16
LEVEL: IV (XP 238 or 150 + 4 per hp)
Fresh water dwellers, giant water spiders are found only in large lakes. They build great nests of air amidst underwater vegetation.
These spiders are able to run along the bottom or up and down vegetable or mineral surfaces underwater.
They snatch passing prey, deliver a poisonous bite, and bring the victim to their lair to be drained at leisure.
The clever airlock allows free passage without loss of vital air. On occasion such water creatures as nixies will be on friendly terms with giant water spiders, for they are semi-intelligent and can be approached with offerings of food. Abandoned water spider lairs are excellent places of refuge for air-breathers.
Neutral Large Monster (animal, arachnid) (12-ft diameter)
FREQUENCY: Uncommon
NO. APPEARING: 1-6
SURPRISE: 33%
SENSES infravision
ARMOR CLASS: 4
MOVE: 15"
HIT DICE: 7 + 7 (hp 39)
% IN LAIR: 70%
TREASURE TYPE: nil
ATTACK AC 0: 12
MELEE: bite (3d4) plus poison
SPECIAL ATTACKS: poison (paralysis), webs - Hits As: +2
SPECIAL DEFENSES: immune to webs
MAGIC RESISTANCE: Standard
INTELLIGENCE: Semi- (2-4)
MORALE: +42%
SAVES: Poison 8, Petrify 9, Wand 10, Breath 9, Spell 11
LEVEL: VI (XP 825 + 12 per hp)
Giant marine spiders inhabit shallow seas and ocean waters in semitropical and tropical areas. Much as their fresh water cousins do, giant marine spiders build from webs and vegetation huge air-filled underwater nests. In all respects other than those noted above, giant marine spiders resemble giant water spiders (q.v.).
They hide in seaweed, rush out and grab their prey, paralyze it by poisonous bite, and carry it back to the nest lairs.