Weaver of Threads (3.5e Monster)
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|Weaver of Threads|
|Hit Dice:||1d6+1 (4 hp)|
|Speed:||10 ft, fly 30 ft (perfect)|
|Armor Class:||20 (+2 dex, +8 size), touch 20, flat-footed 18|
|Attack:||Talon +10 melee (1, 20/x2)|
|Full Attack:||Two Talons +10 melee (1, 20/x2)|
|Space/Reach:||½ ft/0 ft|
|Special Attacks:||Talons, Tripwire, Web|
|Special Qualities:||Dancing Movement, DR 5/cold iron, Improved Evasion, Low-Light Vision, Puff Out|
|Saves:||Fort +1, Ref +6, Will +3|
|Abilities:||Str 1, Dex 15, Con 13, Int 4, Wis 12, Cha 12|
|Skills:||Craft (Weaving) +9, Hide +18, Move Silently +6, Perform (Dance) +5|
|Feats:||Spring AttackB, Weapon FinesseB, Lightning Reflexes|
|Organization:||Solitary, Pair, or Performance (3-20)|
|Alignment:||Often Chaotic Neutral|
Light as gossamer and paper thin, these mantis-like creatures danced before you with their pale glassy bodies and tiny pink eyes. They spun on two legs claws held aloft as their central set of arms weave structures out of silk.
These creatures are sometimes known by other names such as Glass Mantids, Tripbugs, Skydancers, and Silkwings. Insect-like fey resembling a praying mantis composed of glass, they stand on two legs and often twirl with their talon bearing forearms held aloft. A second pair of smaller arms lie below them, unsuited for holding anything but tipped with spinnerets and fantastic mobility to weave the silk thread they produce. Some appear to possess "hair" in thin strands, decorative threads they weave for themselves to add distinction.
They fly chaotically through the air in strange patterns that never-the-less produce stunning web structures which they use to hunt. They are intelligent, but barely. Even so in numbers they prove to have the cunning to craft traps and natural hazards which, combined with their natural abilities, allow them to harm, capture, and eat larger prey then normal insectile fare.
Weavers of Threads are only about an inch tall and weigh basically nothing. They speak Sylvan, but rarely vocalize.
As ambush predators it is better to think weavers of threads as a sort of living trap, especially in any great number. By placing webs and tripwires in just the right places they can attack larger prey without their targets even noticing they are there. If slain they do not immediately perish, allowing it to return to life given enough time.
Dancing Movement (Ex): Due to its unusual "dancing" motion, it provokes no attacks of opportunity for movement or entering a creature's space.
Puff Out (Ex): If the weaver of threads is killed but its body is intact, it immediately discorporates into a knot of ghostly strands resembling a dandelion puff. This puff will naturally drift on the wind, settle somewhere, and grow into a flower where the weaver will be reborn. The process generally takes 1d10 days, or 1 day if intentionally planted. The puff can be destroyed beforehand, killing the weaver of threads for good. It has AC 13 (-5 dex, +8 size), 1 hp, but has a 50% miss chance as it is partly incorporeal. Wind effects and effects which affect incorporeal beings can still affect the puff. It also cannot pass through solid matter like incorporeal beings.
It is believed that weavers of thread follow a similar process for reproduction, planting a new "seed" which grows into a dandelion and a new weaver of threads.
Talons: The tiny claws of a weaver of threads is no harm to most creatures. It deals no damage to any creature with an armor bonus of +1 or higher or a natural armor bonus of +3 or higher. This restriction is ignored if the target is flatfooted.
Tripwire (Ex): As a standard action the weaver of threads can shoot an unusually durable thread linked between two solid anchor points, up to 20 ft long. This tripwire is a trap and difficult to see (Spot DC 20). Those running into it snap the wire causing a small noise and is often tied to other threads that activate some manner of hazard. Alternatively if simply placed at leg-height the creature needs to make a DC 15 Balance check or fall prone. A favorite use is a tripping wire trap that causes targets to fall in a pit of webbing, or off a cliff. It may use this ability 3/day, and the threads last until destroyed.
The weaver also emits passive threads behind it as it moves. As long as it starts and ends movement on a solid surface it forms a temporary tripwire between the two points, though this wire will decay after 1 round.
Web (Ex): The weaver of threads can form a sticky web to trap creatures similar to spider webs. It can web a 5 ft square over 10 minutes, up to eight squares per day of webbing. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped. It is effective against targets up to one size category larger than the web and renders the target entangled and immobile. An entangled creature can escape with a successful Escape Artist check or burst it with a Strength check. Both are standard actions, DC 10 (Break DC 14) and the DC is Constitution based with the Strength check DC including a +4 racial bonus.
Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has 2 hit points and damage reduction 5/—.
A weaver of threads can climb across its own web at its land speed and can pinpoint the location of any creature touching its web.
Skills: The weaver of threads has a +8 racial bonus on Craft (Weaving) checks.
Weavers of threads can be used as familiars with the Improved Familiar feat and at least caster level 5th. If set to the task of making thread, they make the equivalent of 1 ft of silk rope each day.
|Alignment||Often Chaotic Neutral +|
|Challenge Rating||2 +|
|Environment||Temperate Forests +|
|Identifier||3.5e Monster +|
|Level Adjustment||— +|
|Prerequisite||Improved Familiar, caster level 5th. +|
|Title||Weaver of Threads +|