Spiderweb Shambler
Spiderweb Shambler
Large Plant
Hit Dice: 8d8+24 (60 hp)
Initiative: +0
Speed: 20 foot (4 squares), Swim 20 foot
Armor Class: 20 (-1 size, +11 natural, touch 9, flat-footed 20
Base Attack/Grapple: +6, +15
Attack: Slam +11 (2d6+5)
Full Attack: 2 slams +11 melee
Space/Reach: 30 foot/30 foot
Special Attacks: Improved grab, constrict 2d6+7. Web
Special Qualities: Darkvision 60 foot, Immunity To Electricity, Low-light vision, vermin traits, Resistance To Fire 10
Saves: Fort +9, Ref =2, Will +4
Abilities: STR 21, DEX 11, CON 17, INT 7, WIS 10, CHA 9
Feats: Iron Will, Power Attack, Weapon Focus (slam)
Environment: Abandoned Buildings, Structures and Mines
Organization: Solitary
Challenge Rating: 6
Treasure: 1/10 coins, 50% goods, 50% items
Alignment: Usually Neutral
Advancement: 9-12 HD (Large); 13-24 HD (Huge)
Level Adjustment: +6
A mass of tangled webs with a barrel-shaped body and ropy arms shuffles into view. Bits of debris cling to its snarled strands. It appears to lack a head but eight burning gems glow along the circumference of its body.
Resembling shambling mounds, these creatures seem to be heaps of matted spiderwebs cluttered with debris and coated in dust. In its normal environment it is well-disguised and almost invisible when still.
Each shambler is approxiamatly 8-10 feet around, 6-8 feet tall and weighs between 2,500 and 3,000 pounds. It can move on four legs while the other four legs are held upright like arms or they can move like a spider on all eight legs.
Combat: A Spiderweb Shambler prefers to batter its opponents or grab them and constrict them with its eight appendages.
Shamblers move almost silently and often catch opponents flat-footed. They can sit in shadowed corners, drape themselves over furniture or fixtures, or hang from staircases and balconies where they are often overlooked. Shamblers move easily over spiderwebs, walls, ceilings, and walls to add an extra element of terror to empty places where they habitate.
Improved Grab (Ex):To use this ability, the Shambler must hit with both slam attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
Constrict (Ex): A Shambler deals 2d6+7 points of damage with a successful grapple check.
Immunity to Electricity (Ex): Shamblers take no damage from electricity. Instead, any electricity attack (such as shocking grasp or lightning bolt ) used against a shambler temporarily grants it 1d4 points of Constitution. The Shambler loses these extra points at 1 per hour.
Tremorsense (Ex): This creature can move across any webs at the same speed as climbing. It can pinpoint the location of any creature touching its webbing or on the web it is on. It can also pinpoint the location of any creature within 60 feet that is touching the ground.
Unravel (Sp): The Spiderweb Shambler is capable of unraveling all or part of its matted and tangled webs. It can re-weave these strands into new shapes such as a series of small attached webs, loops of roped strands, or a round ball.
When unraveled the shambler suffers -4 to Strength but becomes more agile (+3). Unraveling also allows the shambler to slip through very narrow cracks (anything a thread can slide through), and allows it to re-form to fit in unusual spots.
Web (Ex): Spiderweb Shamblers can lower themselves on a strand of silk unraveled from their body. Each strand of webbing is strong enough to support the weight of the shambler and one other creature or object of roughly the same mass.
This shambler can throw part of its mass into a web up to 10 times a day. This is similar to an attack with a net but has a maximum range of 50 feet with a range increment of 10 feet, and is effective against targets up to one size category larger than the shambler.
An entangled creature can escape with a successful Escape Artist check or burst through it with a Strength check. Both are standard actions whose DCs are given table below. The check DCs are Constitution-based and the Strength check DC includes a +4 racial bonus.
Size Escape Artist DC Break DC Hit Points
Tiny 10 14 2
Small 10 14 4
Medium 12 16 6
Large 13 17 12
Huge 16 20 14
Gargantuan 20 24 16
Colossal 28 32 18
These shambler often create sheets of sticky webbing from 5-60 feet square. Each sheet is positioned to ensnare flying creatures but can also be used to snare creatures below the shambler. Approaching creatures must succeed on a DC 20 spot check to notice a web; otherwise they stumble into it and become trapped as if caught by a successful web attack.
Attempts to break or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5 foot section has the hit points given on the table above, and sheet webs have damage reduction 5/-.
Spiderweb Shambers can also construct webs with a diameter of approximately 5 times their height to entrap and ensnare creatures (DC 20 Spot check to avoid). They can climb on their own webs as if they were a monstrous spider.
Web Sling (Sp): A Spiderweb Golem can fling round balls of webbing at an object or opponent. These balls can explode outward it entrap or ensnare, attach themselves to an object before unrolling into rope-like strands of silk, or remain hard to be used as weapons.
A fine strand of silk remains attached to the webbing and can be drawn back to the shambler. The shambler can re-absorb its webbing as well as produce new webbing to replace any lost.
Skills: Shamblers have a +4 bonus to Hide, Listen, and Move Silently checks. They have a +12 bonus on Hide checks inside a building or cave-like area.
Society: Scholars theorize that Spiderweb Shamblers appear naturally in abandoned homes, buildings, mines and even caves where there have been intense electrical discharges or storms. Adventurers tell stories of Spiderweb Shamblers moving about during lightning strikes or electrical storms without flinching from direct lightning strikes.
Others theorize that Shamblers may be the residue of a place’s wards and protections. As the spells lose their effectiveness and unravel, it is believed they seek a new shape to avoid dissolving.
However the Shambler comes to be, it takes over the role of self-appointed guardian to an area. This can cause difficulties with the owners when they return to change things. Spiderweb Shamblers can be reasoned with and as long as their wishes are considered they can be lived with.
The shamblers are intelligent and are capable of writing and speech. Yet, they disdain the company of other shamblers or beings other than the owners of their adopted area. Very rarely, a shambler may adopt a new place such as a caravan train, the abandoned levels of a city or a ship.
Most Shamblers know the common language of their area. They have a 10% chance to know the language of any intelligent, arachnid race. They can read or write the language of books found in their area.
Shambers As Characters:
Shamblers are restricted by their racial need to find an area to protect and roam. Their adopted area can be mobile like a ship, caravan, cloud city or steam train. Any threat to their home area will cause them to abandon all other quests or obligations.
They suffer a -4 to Charisma checks to any non-arachnid race and a +4 Charisma bonus with arachnid races.
Spiderweb Shamblers cannot be specialty clerics or paladins. They are most likely to become rangers, druids or nature-based clerics.
They have the following racial traits:
+4 Strength,-5 Intelligence, -3 Wisdom, -4 Charisma
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