Weekly Beast- Giant Whip-Spider

Giant Whip-Spider

Freaky-looking as it is, the real world Whip-Spider isn’t much of a threat to humans. As is the case with most things however, it gets a lot scarier when you add “giant” to the mix. The Giant Whip-Spider, in turn, is exactly what it sounds like: a ginormous clawed spider that will maul, murder, and terrify your arachnophobic PCs.

A pay-what-you-want, OGL compatible PDF of the Giant Whip-Spider can be found at DriveThruRPG. You can also support our Weekly Beasties by giving to our Patreon page. The Beastie itself can be found below:

Large beast, neutral

Armor Class 16

Hit Points 44 (8d8 + 8)

Speed 50 ft., climb 20 ft.

STR 18 (+4) DEX 14 (+2) CON 12 (+1) INT 1 (-5) WIS 10 (+0) CHA 3 (-4)

Skills Perception +6

Senses blindsight 25 ft., passive Perception 16

Languages

Challenge 3 (700 XP)

Massive Legs. Though a Giant Whip-Spider stands nearly six feet tall and ten feet wide, most of that bulk is its spindly legs – not its torso. Thus, hitting the creature effectively is actually quite difficult. Melee attacks against the Giant Whip-Spider are made with Disadvantage unless a character moves inside the radius of the legs to strike at the torso. The Giant Whip-Spider has Advantage on any attacks against creatures inside the radius of its legs.

Antennae Legs. The foremost pair of an creature’s eight legs is a pair of whip-like feelers, giving it blindsight with a range of 25 feet.

Snatch. A snatched creature is automatically considered inside the radius of the Whip-Spider legs for the purpose of attacking the Whip-Spider.

Actions

Multiattack. The Amblypygi makes three attacks: two with its feelers and one with its pedipalps.

Piercing Pedipalps. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) bludgeoning and piercing damage and the target is grabbed (escape DC 14). When the Giant Whip-Spider moves, the grappled target moves with it. While grappling a target, the Whip-Spider cannot attack any other creature with its Pedipalps.

Feeler Whip. Melee Weapon Attack: +4 to hit, reach 25ft., one creature. Hit: 4 (1d4+2) bludgeoning and slashing damage.

A highly territorial relative of the Giant Spider and Giant Scorpion, the Giant Whip-Spider, (or Amblypygus), is both more and less threatening than its cousins. While it lacks a venomous bite or sting, it’s as fast as a horse and large enough to consider most creatures smaller than itself as potential prey.

Six of the arachnid’s legs are long, slender things used for locomotion – sometimes forward, but more often sideways like a crab. Two, however, are adapted into long whip-like antennae which are used to feel out environments and locate suitable prey – and as a side effect of the creature’s immense size, to literally whip soft-skinned enemies into submission. Their massive pedipalps are used much like a Mantis’ forelimbs – to grab, pierce, and crush enemies while the spider eats them.

For such territorial creatures, they can be oddly social – mothers of some broods have been observed communicating with their young using their feelers. Rumor has it that some tribes of Kobolds have managed to tame Giant Amblypygi using whips to communicate simple commands.

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