Ice Spider (/aɪs ˈspaɪdə/)

Harbingers of the Cold

  An ice spider was a breed of giant spider that was suited to freezing-cold environments.  
The Menagerie fought some in the caves of Widow's Peak.  

Basic Information

Anatomy

Description

Generally, ice spiders had snow-white fur and red eyes. They wove webs just as regular giant spiders did, but the webs crystallized very quickly due to the freezing cold temperatures they were exposed to. Therefore, their cocoons appeared to be sheathed in ice.

Behaviour

Combat
Like other giant spiders, ice spiders attacked with poisonous bites and restraining targets with their webs. Ice spiders, however, were resistant to all cold-based damage. Even the webs spun by these arachnids were slightly different to that of regular giant spiders. As such, the icy webs inflicted cold damage to any foe entangled by them, but the webs were able to be shattered by bludgeoning weapons.

Additional Information

Uses, Products & Exploitation


Harvesting

Instructions
Instructions: Because this creature is an Beast, the player should roll a Nature Check using the DCs in the table below. On a success, the player is able to harvest the item. On a failure, the item cannot be harvested (either because the character is not skilled enough, or because the item is ruined). The DM should note that many of the items have an expiration, and can not be sold or used after the expiration has passed.
 
  Type: Beast   Skill: Nature  
DC Item Description Value Weight Expiration Crafting
10 Spider Silk A giant spider has a spinneret in its abdomen where white silk thread can be harvested. A skilled harvester can extract over 100 feet of thread. Weavers use the thread to create a light, soft, lustrous fabric. 3 gp 2 lb. -
15 Spider Venom (3 vials) A spider has a venomous bite. The venom can be extracted and refined into a poison.   Proficiency with the poisoner kit may be used for harvesting this venom. On a successful check, the character harvests 1 vial of venom that must be refined before producing 1 dose of Spider Bite Poison (see below). On a failed check, the character is unable to extract the venom. If the character fails the check by 5 or more, the character is subjected to the creature's poison.   Refining the Poison: Once the venom is extracted, an alchemist (or someone proficient in the poisoner's kit) can spend 12 hour and 100gp worth of material to create Spider Bite Poison (DC 12 Poisoner Kit or Alchemist Supplies check).   Spider Bite Poison (Injury): A creature can spend an action to coat 1 melee weapon, or 3 pieces of ammunition with this poison. The poison lasts for 1 minute, or until it successfully affects a target. A creature hit with a weapon coated with this poison must succeed on a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison 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. This poison usually sells for 200gp, but the poison is often considered an illicit good (and may not be sold to normal vendors). 10 gp 1 lb. 14 days -
  Most Crafting Items have an acronym associated with it, such as "DMG". These acronyms refer to specific guide Books. For example, "DMG" refers to the "Dungeon Master's Guide". The acronyms for HHH and HHH2 refer to Hamund's Harvesting Handbook, a homebrew harvesting guide that offers a variety of homebrew (not official) magic items.  
This kind of creature does not normally carry treasure. This kind of creature does not normally have or collect treasure. However, the creature may have a lair full of bodies, or reside somewhere that treasure already exists.   This creature produces 6-36 pieces of Harvested Meat, weighing 24-144 lbs. DC: 5, Expire: 1 day, Value: 12-72 sp   The meat of insectiods and arachnids can be nourishing, but are often gamey and tasteless. Some communities frown on eating insect meat (and will only pay half price), while others rely on it. Dungeon Master's discretion.


Sources
Source(s):
 
  • Black Isle Studios (August 2002). Designed by J.E. Sawyer. Icewind Dale II. Interplay.
  • Mike Mearls, Jeremy Crawford, Christopher Perkins (2014-09-30). Monster Manual 5th edition. Edited by Scott Fitzgerald Gray. (Wizards of the Coast), p. 328. ISBN 978-0786965614.
  • Christopher Perkins, et al. (September 2016). Storm King's Thunder. Edited by Kim Mohan, Michele Carter. (Wizards of the Coast), pp. 127–128. ISBN 978-0-7869-6600-4.
  • Snowblind Studios (December 2001). Designed by Chris Avellone. Baldur's Gate: Dark Alliance. Black Isle Studios.
  • Ed Greenwood (1987). Waterdeep and the North. (TSR, Inc), p. 6. ISBN 0-88038-490-5.
  • Jennell Jaquays (1988). The Savage Frontier. (TSR, Inc), p. 47. ISBN 0-88038-593-6.

 
 

Genetic Ancestor(s)
Scientific Name
Animalia, Materia, Bestia, Super-naturis (Arthropoda, Arachnida, Araneae (Glacies Arachnid)
Origin/Ancestry
Beast (Animal, Land-Based Arachnid | Spider)
Lifespan
20-30 years
Conservation Status
No conservation in most places as they are hunted down.
Average Height
10'
Average Weight
1,000 lbs.
Average Length
15'
Related Ethnicities

5E Statistics
Ice Spider

 
Size Large
Type Beast
Alignment Unaligned
Challenge Rating 1

General Information

Favored Climate Cold

Appearance

Hair color(s) White
Eye Color(s) Red
 
See Also: Ice_spider on Forgotten Realms Wiki

SKT, page 127

Ice Spider CR: 1 (200 XP)

Large beast (spider), unaligned
Armor Class: 14 (natural armor)
Hit Points: 26 (4d10+4)]roll:4d10+4]
Speed: 30 ft , climb: 31 ft

STR

14 +2

DEX

16 +3

CON

12 +1

INT

2 -4

WIS

11 +0

CHA

4 -3

Skills: Stealth +7   Proficiency Bonus +2
Damage Resistances: Cold
Senses: blindsight 10 ft., darkvision 60 ft., passive Perception 10
Languages:
Challenge Rating: 1 (200 XP)

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.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison 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.   Icy Web (Recharge 5–6). Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing, and takes 1 cold damage at the start of each of its turns. 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 poison, and psychic damage).

An ice spider was a breed of giant spider that was suited to freezing-cold environments.

Suggested Environments

Cold Climate, Polar Climate, Subpolar Climate, Elemental Plane of Air