Sunday, January 11, 2026

Brass Spiders, Eldritch Spiders, Were-Spiders, & Holy Moly Spider Spells Batman!


Since wrapping up our last dungeon NECROPOLIS OF THE BRASS GODS and reflecting on the encounters the PC's faced, especially the ones involving the Large Brass Spiders and 5ft Eggs containing children infected with brass; I thought that hey what the hell. Lets make the next dungeon level all Spider themed. I'm talking Brass Spiders, Eldritch Spiders, Were-Spiders, & Moar Spiders!

This should be fun, even more fun than dropping 7 mint Mentos into a 2 litre bottle of Diet Coke and then trying to take a drink. That kind of fun! Hell ya!

And so with a little help and inspiration from the latest issue of Fight On! I present here some possibilities for Random Encounters on the next Dungeon Level. An upcoming level will be entirely Crab themed, connecting back to the Crab Demon/God shrine & statue encountered in the previous  Dungeon Delve #6 ~ DUNGEON OF THE COCKLEMOCKER, entry [32] EMPTY ROOM A disused shrine, overlooked by a statue of a forgotten Brass Crab Demon/God. The southern door is cool to touch.

LARGE SPIDER

No. Enc.: 1 (1d6)
Alignment: (Neutral)
Movement: 6", Climb 15"
Armor Class: 8 [11]
Hit Dice: 1 hit point (attacks as per 1 HD)
Attacks: 1 Bite
Damage: Venom


d6 SPIDER SPECIAL ABILITY

BURROWING:
The spider burrows in sand and soil at their normal rate of speed and in solid stone at a rate of 5’ per round. They have the ability to sense moving objects on the surface within 120’, and can burst forth with double normal chances of surprise. Their mandibles are so strong they deal double damage with their bite attack.

BRASS: 
Posses one large eye with a gold iris that is able to charm victims. In addition to normal attacks they can shoot webs of brass wire which may bind (save required) of even cut victims. If victim is immobilised, a brass spider will inject a venom that contains many tiny brass larvae. In 1d6 days the victim will begin to cocoon itself in brass wires forming an egg shape that is 5ft tall. 1d3 days later the egg will hatch revealing a Giant Brass Spider (AC:5, MV: 3/12, HD: 4+4) with a humanoid face.

ELDRITCH:
The spider’s many eyes have magical powers; it has one large, central eye surrounded by many lesser eyes. In addition to its normal attacks, roll randomly once each round on its turn on the appropriate “evil eye” table (see OD&D rules) to determine the nature of the magical attack, including range and effects.

FUNGAL:
The spider is infected by fungi, and has many fungal blooms all over its body. These blooms set off a keening sound that cause all beings that can hear to suffer -2 to hit on all attacks. The fungal portion of the spider can also extrude 1d4 tentacles that deal 1d6 points of acidic rotting damage; if the target dies of this damage, they are infected with the fungus and rise as a fungal zombie with these abilities after 1d3 hours.

SHIMMER:
The spider has a displacement field, such that it seems to be up to 5 feet away from where it is actually standing. Attacks against it have suffer -2 penalty to hit.

RUST:
The spider has a rusting ability. Any non- magical metal weapon, ferrous or otherwise (including precious metals) that strikes it rusts to dust, as does any metal armour worn by any creature it hits with its bite attack (as per a rust monster). Rust spiders never have non-magical metal in their treasure, as they eat the rust they create.

WERESPIDER: 
The spider is a lycanthrope, and can change shape between spider, ettercap-like, and human (or humanoid) form at will. Small giant spiders change into halflings, gnomes, goblins, or kobolds; medium into humans, elves, hobgoblins, or orcs; large into ogres; and huge into hill giants. They do not have any of their spider abilities while in full humanoid form. They have normal (3d6) intelligence and can speak Common and with spiders in any form.

KONGULA (Chtonic Brass Deity)

A massive, cthonic arachnid deity of living brass, with a partially human face that dwells in a chasm beneath the old brass city of Voormithadreth located in the depths below the New City State of Napolia. She spins a massive, endless brass tendril web to connect the dreaming dead gods of brass with the waking world, and it is believed the Brass Gods will re-awaken and the world will end upon the completion of this web.

NEW SPELLS

SUMMON BRASS SPIDERS
1st Level, Cultist (Kongula)
Range: 30’
Duration: 1 turn plus 1 turn per level

This spell calls forth brass spiders from elsewhere to serve the caster. The total levels of brass spiders summoned are equal to the level of the caster (normal spiders count as 1⁄2 level each). The spiders are under the caster’s control and act on the caster’s initiative turn. Once summoned, the spiders may move out of the casting range, but if they disappear and return whence they came if they move out of the caster’s line of sight. The spiders (and their bodies, if deceased) return instantly whence they came at the end of the duration or when the caster chooses to dismiss them.


VENOM:
1st Level, Cultist (Kongula)
Range: Self
Duration: 1 turn plus 1 turn per level

The caster grows brass spider fangs in their mouth; if they wish, their head transforms completely into that of a brass spider for the duration! The caster gains a bite attack that deals 1d4 damage. A bitten target must make a saving throw versus Poison or instantly suffer brass infection damage equal to 1d6 damage for every two levels of the caster, rounded up. The target suffers no poison damage if their saving throw succeeds.

Note: All Acolytes of KONGULA are brass infected and in time will grow in power as they transform into Giant Brass Spiders.

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