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Ironspine Spider - Animal Arcanium 2
RARENMEDIUMANIMAL ARCANIUMARACHNID

Ironspine Spider by Keon Croucher using Midjourney
As you struggle against the strange glue like substance on the forest floor, trying to get yourself loose, to your left from underneath a pile of deadwood, needles and soil shudders loose an eight legged nightmare of fur, bristles, and mandibles, with many eyes unblinking staring in your direction. The ironspine spider skitters towards you, its front legs first cracking like whips as it kicks out in your direction, two needle like projectiles launching forth.
Perception 1d20+8
Languages N/A
Skills Acrobatics: 1d20+8 , Intimidate: 1d20 , Stealth: 1d20+12 , Survival: 1d20+4

STR +2 , DEX +5 , CON +3 , INT -5 , WIS +1 , CHA -4

AC 18
Saving Throws Fort 1d20+6 , Ref 1d20+10 , Will 1d20+4 , Power Save (Strength): 1d20+2 , Logic Save (Intelligence): 1d20-5 , Ego Save (Charisma): 1d20-4
HP23 2d8+14 - Immunities Poison Immunity, Immune to Persistent Damage (Poison) - Weaknesses N/A - Resistances N/A
Speed 40 feet
Melee Melee, Bite: 1d20+5 to hit. 1d8+2 piercing damage plus 1d4 poison damage.
Ranged Ironspine Launch: Range: 20 feet. 1d20+10 to hit. 1d6 piercing damage plus 1d4 poison damage. A target struck with this must make a DC 18 Fortitude Save. On a critical failure, target is afflicted with Persistent Poison damage (2). Normal failure becomes afflicted with Persistent Poison damage (1).
Special Abilities Auditory Exclusion: The Ironspine Spider cannot hear, not in the sense we would consider mattering and therefore does not get to make Awareness checks based on auditory queues and counts as having the Momentum against any magick effects that would compel it to behave in a particular fashion, as giving it commands verbally just wouldn't help.   Webbing Alertness: The Ironspine Spider gains +4 to their Initiative roll (whatever skill they are using) if they are responding to a creature touching their webbing causing combat to trigger. This cannot stack with Webbing Sensitivity both are considered a Morale Bonus.   Webbing Sensitivity: An Ironspine Spider gets +4 to Perception when the check is triggered by something interacting with its Webbing. If a creature has become snared (so immobile) due to the webbing, the spider just automatically succeeds.   Arcane Sensitivity (30 feet): An Ironspine Spider, like some Animal Arcanium, is notably sensitive to the manipulation of manna and the aether, and automatically sense whenever a creature attempts to weave a spell-form or channel manna within 30 feet of it.   Stable: Due to its nature of having eight legs, an Ironspine Spider is simply to well stanced, to strong, with too many points of contact. It is immune to trips and to being forced prone unless by magickal means.   Conifer Camouflage: The Ironspine Spider gains +2 morale bonus to Stealth rolls in conifer forests due to its natural color scheme.   Ambush: An Ironspine Spider has the Ambush feature as if a Scoundrel of 1st level, however they also get to apply their ambush damage to any target snared by their webbing regardless if the target knows where the spider is. Their ambush damage dice is 1d6 .   Ironspine Ambush: If a creature is snared by the Ironspine's Webbing and the spider beats it in initiative, it can spend two actions to launch this assault. It gets to make both its Ironspine Launch attacks at that target and may move up to its movement speed towards it. These two attacks do not invoke multiple attack penalty.   Webbing: An Ironspine Spider lays its webbing across a 30 foot radius area and can have up to four of these areas set up at once. They are usually set up around the area the spider hides, its quasi borrow, seemingly little more than a slight lump or bump in the terrain with dead branches, needles, soil and dirt all over them. To notice the Webbing is a DC 18 Perception check, and to remove it without alerting the spider is a DC 20 Craft (Trap), Thievery or Perform (Sleight of Hand) skill roll. If you step on a space covered in webbing it is a DC 18 Power Save to insure you are not snared and to keep moving. If you end your movement and turn on a space covered by webbing, you do become snared, requiring the above mentioned Power Save to be succeeded, taking up one action, to break free. If a creature breaks free of webbing, it is destroyed in that space. All saves involving the webbing are simple pass/fail with no critical effects.

Created by

Keon Croucher.

System

Pathfinder 2e

Statblock Type

Monster / NPC

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