Glass Spider

Colossal Outsider (Extraplanar) Hit Dice: 35d8+420 (577 hp) Initiative: +2 Speed: 100 ft. (20 squares) AC: 25 (–8 size, –2 Dex, +25 natural), touch 0, flat-footed 25 Base Attack/Grapple: +35/+66 Attack: Bite +42 melee (2d8+15) Full Attack: Bite +42 melee (2d8+15), leg crush +37/+37/+37/+37 melee (2d6+7) Space/Reach: 40 ft./25 ft. Special Attacks: Cosmic disturbance, overrun, planar engulf, spin web Special Qualities: DR 25/magic, mystic prism, SR 30 Saves: Fort +33, Ref +19, Will +24 Abilities: Str 40, Dex 6, Con 34, Int 4, Wis 16, Cha 20 Skills: Climb +40, Craft (web) +22, Listen +28, Move Silently +23, Spot +28, Survival +28, Swim +40 Feats: Blind-Fight, Cleave, Endurance, Great Cleave, Diehard, Great Fortitude, Improved Initiative, Improved Sunder, Iron Will, Lightning Reflexes, Power Attack, Track Environment: Any

CHAPTER FOUR: Threats

Organization: Solitary Challenge Rating: 18 Treasure: Double standard Alignment: Always neutral Advancement: 36–45 HD (Colossal) Level Adjustment: —

A crystalline spider creature weaves a web that covers the terrain around it. Its body is almost completely transparent, though monstrous organs pulse and throb within its body. It is about the size of a house, and the air and ground around it seem to bend and morph as if seen through a jar of water.

Glass spiders are the remnants of an earlier epoch, the period of timeless eternity before the gods formed the cosmos into its current state. Some sages believe that the spiders are forerunners of all intelligent creatures, the prototypical form of life that first walked the universe’s endless planes. Others claim that the spiders constructed the wormholes, and that these creatures are merely the servants of vastly powerful beings who overshadow even the mightiest gods and demons. A small splinter sect of fanatics maintains that the spiders are the heralds of the end of the world. The cosmos is winding down, these zealots proclaim, and the spiders are spawned by reality to help tear apart the multiverse and set the stage for reality’s next iteration. Whatever the truth, glass spiders are monstrous planar

CHAPTER FOUR: Threats & Civilizations

marauders who can single handedly destroy entire cities. Their massive size, magical abilities, and capability to travel the planes make them among the most dangerous creatures known to the civilized races.

Sages theorize that the spiders play an important role in the planes’ development. Many times, they enter a plane to hunt a specific, large creature, but their planar engulf ability inadvertently spreads smaller species, including humanoids, across a number of worlds. A glass spider might attack a purple worm, slay it, and then carry a small tribe of goblins to a different plane when it moves to find a new hunting ground. Unless the spider is ravenously hungry, it is unlikely to notice the goblins as they scurry away to explore their new home. In this manner, a variety of species have spread across the multiverse.

Combat

Glass spiders rely on their vast bulk and near invulnerability to destroy their enemies. They generally hunt larger creatures such as dinosaurs, dragons, and titans, though a hungry spider may simply arrive in a plane and attack an entire city.

Cosmic Disturbance (Su): The spider’s presence in most planes is anathema, a reminder that there exist things older than the cosmos itself. All living creatures within 100 ft. of the spider suffer 5 points of damage per round as the world shifts and twists around them. All ranged attacks have a 20% chance of missing in addition to any concealment. Targets shift and move, or perhaps missiles and rays curve and bend on their journey to their targets. All spell- casters must make caster level checks (DC 15) before using any spell. This check is made in addition to any SR a creature may have. If the check fails, the spell is lost.

Planar Engulf (Su): Three times per day, the spider can shift itself and the area around it to a different plane of existence. Usually, spiders use this tactic to drag prey to their planar lairs where they can feast in peace. The spider can transport itself and the area in a 100-ft. radius around it in all directions to a plane of its choice. The spider always arrives at the exact point it wants, along with the dirt and rock beneath it and any creatures unlucky enough to travel with it. Creatures in this ability’s area do not receive a saving throw to resist it. They are automatically transported along with the spider.

162 Spin Web (Ex): As a full-round action, the spider can fill a 60-ft. radius area with a thick, sticky web three times per day. The spider can cast this web at a range of up to 100 ft. It makes a ranged touch attack to place the web where it wishes, and if it misses use the standard rules for grenade-like weapons to determine where it ends up. The spider does not suffer any penalties due to range for this attack, but it cannot use it beyond its maximum range. Treat this effect as a web spell, save that creatures cannot burn their way free; the Strength DC to break free is 25 and the Escape Artist DC is 30. Creatures that occupy the web’s space must make Reflex saves (DC 26) to avoid being caught in place. Otherwise, they must navigate through the web as per the spell’s description.

Trample (Ex): A glass spider can trample Gargantuan or smaller creatures for automatic damage. Opponents who do not make attacks of opportunity against the spider can attempt a Reflex save (DC 20) to halve the damage. This attack deals 3d8+20 points of damage.

Mystic Prism (Su): The glass spider’s reflective body is formed along several dimensions other than those visible to the naked eye. When spells targeted against the spider approach it, the magical energy within them is shunted into these weird curves in space, altered, and returned to the material world. Whenever the glass spider is targeted with a spell effect, there is a 50% chance that it instinctually molds the raw energy into a new effect and directs it back at the caster. This effect takes the form of any spell of the spider’s choice that has the same or lower level as the spell used against it. The spider may always choose to allow the spell to affect it. The spell is used at the original caster’s class and level, and its saving throw DC is the same as if it had been cast by the original caster. Apply this ability’s effects only after checking to see if a spell overcomes the spider’s SR.