Monstrous Spider Evolutions (3.5e Evolution)
MONSTROUS SPIDER EVOLUTIONS
Knowledge: The Planes
Monstrous Spider Evolutions by Level
The monstrous spider begins as is typical for one of medium size.
- Level 3—The monstrous spider grows in size to large.
- Non-Evil: Level 8—Drider - If the monstrous spider is not evil, it gains the special attacks and qualities of a drider, except that it begins only knowing spells of a level-1 Sorcerer. At every subsequent level, it gains another level in Sorcerer (continuous).
- Evil: Level 8—Phase Spider - If the monstrous spider is evil, it gains the special attacks and qualities of a phase spider.
- Level 10—The phase spider grows in size to huge.
- Level 19—Bebilith - The phase spider gains the special attacks and qualities of a bebilith.
Personal Evolutions
- I. tremorsense 60ft
- II. darkvision 60ft
- III. natural weapon: bite
- IV. poison (bite)
- V. sorcerer spells (drider)
- VI. auxiliary appendage: spinnerettes
- VII. improved web (spinnerettes) or sorcerer spells (drider)
- VIII. rend armor (phase spider) or sorcerer spells (drider)
- IX. plane shift (bebilith) or sorcerer spells (drider)
Feature Definitions
Sorcerer Spells: For each personal evolution, you may choose one spell that your drider can cast. This spell becomes a once/day spell-like ability that you know.
Spinnerettes: Once per round, as a ranged touch attack, you may shoot net-like webs as a monstrous spider does. If the target is struck, it becomes entangled (no reflex save). The webs have all the same properties as a monstrous spider's web.
Improved Web: Webbing can be used for any number of purposes - rope for climbing, binding enemies, or crafting traps, just to name a few. Evolutionists are encouraged to be creative with their usages, but dungeon masters get final say on whether a certain use is allowable in any given context.
- If an enemy is bound in webbing, it can make an Escape Artist check against the evolutionist's Use Rope skill check to free itself; or the subject could try a Strength check of DC 18 + Int
- The webbing, when in use, is only sticky in places where the evolutionist wants it to be (e.g. one end only, for sticking to a ceiling). Webs cannot stick to wet, oily, or extremely hot (fiery) surfaces.
- Webbing is vulnerable to sharp objects and fire, against which it has an AC of 15 + Int, with 2 HP per inch thickness.
- Shoot Webs - Evolutionists can shoot webs a distance of 60 feet, as a standard action. This can be used to affix one end of a web to an object some distance away, or it can be used as a ranged touch attack resulting in binding or grappling an enemy, but it does no damage upon impact, unless on a natural 20. In the case of a Critical hit, damage is equal to 1d4 + Str.
Plane Shift: This is a once/day spell-like abiility that functions exactly as it does for the bebiliith.