‘Run little priest!’ hissed one of the vicious dark blue spiders at Valance as he stumbled down the dark alley.
Another of the horrid mastiff-sized spiders erupted from under debris, cackling at the cleric.
‘Dead end, human,’ it whispered in a vile tone.
‘Dead end,’ three more of the spiders hissed as they crept closer. One turned on its eyes which showed with dazzling bright light, temporarily blinding Valance and catching him off-guard.
The wall at the end of the alley began to crumble as a spider the size of a cottage burst forward and the smaller spiders scrambled.
Valance almost fainted as his eyes began to focus again and he saw his deity before him.
‘I do not forget my most faithful,’ the Spider God said, its voice booming, shaking shudders and rattling windows, causing sleepless nights for weeks to all witnesses.
‘We will get you yet!’ came a threat from the shadows down the alley.
No. Enc.: 1d6 (1d8+2)
Movement: 140′ (40′)
Armor Class: 7
Hit Dice: 3+2
Damage: 1d4+2 (bite) and see below
Hoard Class: XIX
Hideous, clever and hungry, the Lamp Spider is a dreadful monster that usually lurks in subterranean settings, but has been known to lair in abandoned buildings (or even to invade occupied buildings). The size of large dogs and a deep midnight blue in color these creatures are difficult to see in darkness. In addition, these creatures can ‘turn on’ their eyes at will, creating either a guiding light or a blinding glare that disorients foes and prey, causing them to be -2 to hit in combat for 2 rounds after being blinded by the glare. Lamp Spiders will negotiate for food or gems with adventurers and even guide people through difficult terrain and these smart arachnids speak a form of Common that allows them to communicate. The eyes of a Lamp Spider will remain ‘turned on’ in death and will glow brightly for 1d4 days after death, making the eyes a commodity in the dark depths underground. These arachnids do not worship the Spider God and sometimes find themselves in trouble for doing so.