“I will handle this,” Valance said, rolling up a sleeve. Tiny spiders scuttled for the warm folds of the cleric’s robes as soon as they were exposed to the open air. Chalk and the others shivered a bit.
The priest of the Spidergod strode forward into the web covered town before them. A great scuttling and chittering could be heard, but the adventurers could not see beyond the webs that wrapped around the ancient mud-brick structures. Then a face appeared. A horrid spider’s face that peered around a corner. A leg stuck out and waved them forward.
“Oh, I don’t know about this,” Gnybaro said nervously.
“That wily cleric has really outdone himself this time,” Chalk added.
Cautiously the band of dungeon explorers moved forward as the shadows of the day lengthened. A great scuttling could be heard ahead.
Guests of the spider-folk for the night made everyone except Valance uneasy. Spiders were everywhere! Yet the (mostly) bipedal arachnids were very friendly and offered the humans all sorts of sweet drinks that did refresh and make one feel vibrant. Hours into the revelry Valance indicated a gruesome looking spider-folk that had been fawning around Koram the fighter.
“I think she likes you,” the cleric said aloud.
“Wonderful!” Koram replied, forcing a smile and patting the hideous bristly arm of the creature. Chalk and Gnybaro both shivered uncontrollably and were thankful that they had no such admirers.
No. Enc.: 1d4 (2d20)
Alignment: Neutral (with Chaotic tendencies)
Movement: 60’ (20’)
Web: 120′ (40′)
Armor Class: 7
Hit Dice: 3+2
Damage: 1d6 (poisonous bite) or by weapon
Hoard Class: XVIII
Just passed the Towers of Zarga, near the Stairway of Murl lives the largest community of spider-folk, in the small town of Darst-Lago. Standing between four and five feet tall, the spider-folk are rather frightening creatures to look upon, but many are quite helpful and friendly. The spider-folk generally stand on two stout legs, but can run on all eight in a pinch.
Like many spiders, the spider-folk can spin webs, which have the same qualities as the Web spell, except that they are permanent until destroyed. The bite of a spider-folk is poisonous and anyone bitten must make a saving throw versus poison at +1 or be incapacitated for 1d4 days. In combat most spider-folk will be armed with clubs, maces or short swords, some also carry shields, but they are not adept enough at combat with weapons to utilize all of their arms effectively in a fight.
Four or more spider-folk can conjure up a plague of spiders, which is similar to the Insect Plague spell: it lasts for one day and can be cast within 480′ of the group of spider-folk. However, this ability can be used underground, can creep 30′ per round and causes anyone with 3HD or lower to run away. Loss of concentration or an attack that hits on two or more concentrating spider-folk will cause the spiders to wander off.
Fairly peaceable, the spider-folk revere the God of Spiders and usually have several types of spiders of all sizes in their towns and villages. These strange creatures however dislike the ettercap race, and will go to great lengths to destroy the lairs of these monsters.
[Please note: I firmly blame Mr. Jeff Rients for this post. He mentioned spider mutants in his Mutant Future game a few days ago and the idea stuck in my head. A group of spider-headed mining freaks in a bar had me chuckling for some time.]