"Welcome to my parlor said the spider to the fly..."
Araneas are more commonly known as Werespiders but they are not true lycanthropes. They are hospitable, kind, and frequently excellent cooks. The old grandmother in the woods and the village baker who gives pastries to orphans are both Araneas.
Aranea
- Poison: Save vs Death or die in 2d4 rounds.
- Web: As spell (at-will)
- Illusory Appearance: Araneas are spider/human hybrids who's true forms are perpetually hidden by an illusion which depicts them as kindly old souls. Magic that penetrates illusions sees through this. Additionally, Aranea always detect as evil.
- Spells: Charm Person, Hold Portal, Sleep, Mirror Image
- Description: Fat, jolly, and always has a sweet treat on hand to offer its victims. Why does their smile look predatory?
- Combat: An Aranea will always avoid combat preferring to charm, separate, and incapacitate its victims.
- Avoid: Don't accept sweet treats from strangers (an Aranea's are always poisoned
In deserts the Ankheg is one of the most feared predators. Death due to stumbling into an Ankheg's trap is swift. Even if travelers survive the initial attack, help is a horizon away.
- Surprise: 4-in-6 if stepping on 20x20 Ankheg pit (detect traps will reveal pit)
- Poison: Save vs Paralyze or paralyzed 2d4 rounds.
- Breath: 3/day 60' line of acid (damage = current HP)
- Description: A huge armored ant with oversized mandibles dripping with acid. Describe all its claws, jaws, hooks, and spikes.
- Combat: When stepping into an Ankheg pit the victim will tumble into the waiting jaws of the Ankheg. It will paralyze and drag as many victims as it can into its pit. It generally only uses its acid as self defense if overwhelmed.
- Avoid: Ankhegs are ambush hunters and will not stray far from their lairs, even in pursuit of prey. Avoiding their pits is usually enough to skirt an encounter with an Ankheg.
- Radiant Light: 60' range, the blast of light deals searing damage.
- Radiant Aura: All metal within 30' of an Archon is effected by the Heat Metal spell.
- Description: A warm glow, like a lit hearth, shatters the darkness at the end of the hall. Why does it look so inviting?
- Combat: Archons shoot first and ask questions later. They will attempt to stay out of melee range and drive intruders out of their dungeon level.
- Avoid: It is possible to convince an archon that a party is not evil (although generally not before it gets off a few shots). If successful an Archon will guide the party through its dungeon level and reveal all secrets. However, an Archon will never leave its dungeon level.