Young/Male Torch Spider Medium monstrosity, neutral Armor Class 13 Hit Points 33 Speed 30ft Climb: 30ft STR 16 +3 DEX 14 +2 CON 12 +1 INT 2 -4 WIS 11 0 CHA 4 -3 Saving Throws Dex +4 Skills Stealth +6 Damage Vulnerabilities Cold Damage Resistances Fire Condition Immunities Poisoned Senses Blindsight 10ft, Darkvision 60 ft, passive perception 10 Languages none Challenge 1/2 (100xp)



Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. Web Walker. The spider ignores movement restrictions caused by webbing. Volatile End. When the Torch Spider dies, there is a 50% chance of the Nitroglycerin sack being ruptured and exploding. Any creature within a 10 foot radius must make a DC 13 dexterity saving throw. On a failed save, nearby creatures will take 2d8 fire damage. On a successful save, they take half. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: (1d6 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 2d8 fire damage on a failed save, or no damage on a successful one. If the fire damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. Web (Recharge 5-6). Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage). Nitro Spit (recharge 5-6). Ranged Weapon Attack: +4 to hit, range 30/80 ft., one creature. Hit: Creature takes 1d10+2 fire damage. 50% chance target remains on fire. When on fire target takes 1d8 fire damage at the beginning of their turn until someone takes an action to douse the flame. Alternatively, target can make DC10 dexterity check to roll and put out the fire. Target ends such a turn in prone position.



The average torch spider is roughly six feet tall and 5 feet in diameter, with a glossy black exo-skeleton and a red abdomen. It's mandibles are roughly the size of a human man's arms, and it's legs (inspite of their impressive strength, are as thin as a sapling's branches, appearing almost invisible at a glance. Tropical, caves.

Adult Female Torch Spider Large monstrosity, neutral Armor Class 16 Hit Points 95 Speed 30ft Climb: 30ft STR 18 +4 DEX 14 +2 CON 16 +3 INT 2 -4 WIS 13 +1 CHA 4 -3 Saving Throws Dex +5 Skills Stealth +8 Damage Vulnerabilities Cold Damage Resistances Fire Condition Immunities Poisoned Senses blindsight 10 ft., darkvision 60 ft., passive Perception 11 Challenge 5 (1,800xp)



Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. Web Walker. The spider ignores movement restrictions caused by webbing. Volatile End. When the Torch Spider dies, there is a 70% chance of the Nitroglycerin sack being ruptured and exploding. Any creature within a 20 foot radius must make a DC 13 dexterity saving throw. On a failed save, nearby creatures will take 3d8 fire damage. On a successful save, they take half. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: [Roll:1d8 + 4] piercing damage, and the target must make a DC 11 Constitution saving throw, taking (2d8) fire damage on a failed save, or no damage on a successful one. If the fire damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. Fire Spit (recharge 7-8). Area of effect: 5 by 30 ft. line DC 13 Dex save. On failed safe, target(s) take 6d8) fire damage. On successful save, target(s) take half. 70% chance target remains on fire. When on fire, target takes 1d8 fire damage at the beginning of their turn until someone takes an action to douse the flame. Alternatively, target can make DC10 dexterity check to roll and put out the fire. Target ends such a turn in prone position.



15 feet tall and 10 feet in diameter, with a glossy black exo-skeleton and a red abdomen. It's mandibles are roughly the size of a human man's arms, and it's legs (inspite of their impressive strength, are as thin as a sapling's branches, appearing almost invisible at a glance. Tropical, caves

Fortunately there are few unlucky individuals that have encountered this creature unintentionally. Even fewer have lived to tell about it. Even Ivorr 's Huntsmen who pride themselves on hunting down Firnormond's rarest and most dangerous creatures tend to think twice before taking a contract on one; at least alone.Those brave (or foolhardy) enough to research these monstrosities tend to have short careers due to severe burns or death. What they have learned has to be written from memory due to any paper notes being destroyed in flame. Thanks to this sacrifice, we know the following about the creatures known as Torch Spiders.The average torch spider is roughly six feet tall and 5 feet in diameter, with a glossy black exo-skeleton and a red abdomen. It's mandibles are roughly the size of a human man's arms, and it's legs (inspite of their impressive strength, are as thin as a sapling's branches, appearing almost invisible at a glance.Clusters of Torch Spiders (typically about 20 spiders and their mothers) can be found in tropical forests, typically in caves. They prefer high ground, and are especially likely to be found in any tropical forest with mountain or cliff-side caves.Torch Spiders are carnivores, preferring large mammals or reptiles, but actually require surprisingly little food on an infrequent basis. A full sized cluster can survive on two or three deer for a week, the majority of the food going to the queen of the cluster. Torch Spiders are unique among wild animals, as they are one of the few non-civilized species that prefer their meals cooked. This low maintenance diet and their remote homes is why they are so rarely seen by civilized species.Torch Spiders are very similar to other giant spiders with the exception of one very unique feature. They have a sack that contains a chemical very similar to Nitroglycerine, but occurring naturally. This can be used either as a venom in their bite (burning their prey from the inside) or spat at prey from a distance, burning them from the outside, and sometimes even igniting them. An adult female Torch Spider perfects its gland mixture allowing it to spit fire in a 30 foot line. Killing a Torch Spider, one may think they have saved themselves from a fiery death, but typically results in a rupture of this sack, which then causes a large explosion. They are also unique in that they are virtually fire proof. There are stories of ill fated dragons long ago making the mistake of creating a den near several clusters and lacking the means to defend themselves against the swarm. Such an incident can create a dangerous explosion in population of these spiders in a concentrated area that leaves locals wishing they had only had to contend with the dragon. Fortunately, since dragons have virtually vanished from Firnormond, this is unlikely to happen anymore.Torch Spider queens lay egg sacks in groups of four at a time, typically including one female. The Queen laying sacks once a month. They usually reach average size by the time their next four siblings are hatched. After six months, a female is capable of producing offspring of its own. The female consumes one of its male siblings and wanders off to start its own cluster. The first laying of eggs can take up to a year. During this time the female grows till it is about 15 feet, and it's nitroglycerine gland is perfected. Food is brought by its offspring until it consumes one of its male off-spring and it lays another round of egg sacs. This continues until its female off spring have reached the age of reproduction and the cluster is at nearly full size. As her female offspring consume their mates and leave to form their own clusters, the original cluster dwindles in size. The surviving males (which remain at adolescent size and development) continue to bring food for their queen, and continue to be consumed by her, but reproduction has stopped. The queen is eventually left alone. On the rare occasion that the queen is able escape the home it finished growing in, they typically find it difficult to hunt sufficient prey for its growing metabolism and with its aging faculties. Starvation is the inevitable end for the queen.Young and/or Male:Adult Female: