Hatchling Deathjump Spider Swarm (4e Creature)
Hatchling Deathjump Spider Swarm
Hatchling Deathjump Spider Swarm Level 1 Skirmisher | ||
|---|---|---|
Large natural beast (spider, swarm) XP 100 | ||
| Initiative +4 | Senses Perception +6; tremorsense 5 | |
| Swarm (spider) aura 1; The spider swarm makes a basic attack as a free action against each enemy that begins its turn in the aura. | ||
| HP 29; Bloodied 14 | ||
| AC 15; Fortitude 12, Reflex 14, Will 12 | ||
| Resist: 5 poison; half damage from melee or ranged attacks; Vulnerable: 10 against close and area attacks. | ||
| Speed 6, climb 6 (spider climb); see also prodigious leap | ||
| Effect: +4 Vs. AC; 1d6 + 3 damage, plus ongoing 2 poison damage, and target is slowed (save ends both). | ||
| Prodigious Leap ♦ encounter | ||
| Effect: The spider swarm shifts 6 squares. | ||
| Soft Fall | ||
| Effect: The spider swarm does not take any damage at all from falling. | ||
| Skills Athletics +7 (+17 when jumping); Stealth +9 | ||
| Str 14 (+2) | Dex 18 (+4) | Wis 14 (+2) |
| Con 15 (+2) | Int 1 (-4) | Cha 8 (-1) |
| Alignment Unaligned | Languages - | |
| Equipment — | ||
Hatchling Deathjump Swarm Tactics
Charge the enemy and remain as close as possible to the enemy ,attacking and flanking one if possible, attacks and kills the weakest ones first
Hatchling Deathjump Swarm Lore
A character knows the following information with a successful check.
- DC 15: It's attacks are poisoned like most spiders
- DC 20: It's very agile so getting away isn't an option
- DC 25: The swarm is so fast in fact that it can attack people close enough to it with no effort at all
Encounter Groups
Hatching swarms are only encountered on their own, or in the presence of the mother spider.
Level 2 Encounter (XP 575)
- 4 x Hatching Deathjump Spider Swarms
- 1 x Deathjump Spider
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