Feris swatted away the swarm of gnats that had again reformed around his head. “Are you sure we’re going the right direction?”
All around them was the dark greens of the jungle, the thick sticky sweet smell of wet rot, and the ever present drone of bugs and calls of birds.
Rathgar stopped and sighed. “I think so” he said over his shoulder.
“Don’t think” Nimble whined “Ask our guide.”
Rathgar mapped his forehead, and turned to the frogman. A series of croaking between them, and Rathgar looked back at Feris and Nimble. “He says we’re going in the right direction. That we’ll reach the pyramid before sunset.”
“Not that you can see the sun in here.” Allianora muttered. She dropped her pack, flexed her back, and said “Let’s take a breather. I’ll be right back.” She stepped away from the group for a bit of privacy.
The rest of the companions dropped their packs, and took long swallows from their waterskins. Allianora’s scream cut through the droning of the jungle. The companions drew their weapons and rushed in.
Allianora’s squirming form was already bundled in webbing, and being hoisted aloft by a trio of spiders. As the companions adjusted to the new threat, the spiders released Allanora, and shot webbing at their new prey.
aka Deathshead Spider
Armor Class: 4
Hit Dice: 3** (M)
Move: 150’ (50’)
Attacks: 1 bite
Damage: 1d4 + Poison
No. Appearing: 1d8
Save As: F6
Treasure Type: E
XP Value: 65
Deathshead Spiders are mutated versions of common spiders caused by exposure to strong chaotic magics, often freestanding portals and other places where evil has a palpable force. When on the ground they stand about 3’ tall, and about 5’ around (including legs) but they’re usually found hanging from above on incredibly strong webs.
In combat they prefer to immobilize their prey with their webbing (count as a single target web spell every other round). If forced into melee combat they can bite for 1d4 damage. Anyone bit must make a saving throw vs poison or suffer 1d4 rounds of 1d8 damage, as well as an ongoing -2 to hit from the hallucinations and vertigo the poison causes. The hallucinations will end after a day or rest, or with the application of 2nd level or better clerical magic.
Source: Skulltula Ambush!