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Creature

Cavern Weaver

Underdark arachnid bred by Drows—summon and polymorph template

The Cavern Weaver is a natural Underdark arachnid bred by Drows for silk, venom, hunting, and tunnel defense. Its adhesive glands are the source of Spider Glue and Spider Resin. Its venom becomes Drow Sleep. The finished poison inherits the Weaver profile's level and natural venom DC: older, more powerful specimens produce stronger Drow Sleep. A temporary summon leaves no gland or harvestable material when it disappears.

Zaran Mor maintained great hatcheries and taught the creature's pattern widely. The capital is gone, but the pattern survived because scattered families still need guards that cross ceilings, take prisoners alive, and remain harmless to Drows when a bite lands by mistake. A Cavern Weaver becomes available with Summon or Polymorph Level 2.


Cavern Weaver (Polymorph & Summon Template)

Choose a known profile whose listed level is no higher than the level of Summon or Polymorph actually cast. Generate its body from the locked Spell DC; see Magical Creature Templates. A natural Cavern Weaver calculates the DC of its venom and web from Constitution. A summoned Weaver or a creature using Polymorph uses the controlling spell's locked Spell DC.

Combat Profile

Characteristic Level 2 Level 4 Level 6 Level 8 Level 10
Size Medium Large Huge Huge Gargantuan
STR multiplier ×0.35 ×0.55 ×0.80 ×1.15 ×1.60
DEX multiplier ×0.80 ×1.15 ×1.60 ×2.20 ×3.00
HP per STR 8 16 32 64 128
Attacks 3 4 5 6 7
Spell Actions 0 0 0 0 0
General Actions 4 5 7 9 12
Dedicated Dodges 2 3 4 5 6
Ground and Climb Speed per tick 40 ft 60 ft 90 ft 130 ft 180 ft
Reach 5 ft 10 ft 15 ft 15 ft 25 ft
DR 0 2 4 8 16
Web range 30 ft 60 ft 120 ft 240 ft 480 ft
Web HP per layer 20 40 80 160 320

The listed speeds replace the standard speed generated by DEX. The Weaver crosses walls and ceilings at full speed and needs no free limb to remain attached. Its legs can carry, drag, grapple, and work its own silk, but cannot operate tools or perform human fine manipulation.

Bite and Venom

Attack Level 2 Level 4 Level 6 Level 8 Level 10
Bite 1d6 + higher of STR or DEX 2d6 + higher of STR or DEX 3d6 + higher of STR or DEX 4d6 + higher of STR or DEX 5d6 + higher of STR or DEX

Sleep Venom. Once per round, a successful Bite can inject venom. The target makes a Fortitude Save against the locked Spell DC. On a failure, it suffers Drow Sleep of the same level as the Weaver profile: nausea until the end of its next turn, then ten minutes of sleep. Damage grants the normal new Save to wake. Drows and other creatures immune to sleep are unaffected by the venom.

Webbing

Web Shot. The Weaver spends one General Action to throw one layer of web at a creature, object, or space within the listed range. A creature can avoid it with a Reflex Save against the locked Spell DC. On a failure, the web anchors the creature in place: its Ground Speed becomes 0, but it can otherwise act.

A second failed Web Shot against an anchored creature can bind a pair of limbs or gag its mouth, chosen by the Weaver. Bound limbs cannot be used; a gagged creature cannot speak or provide verbal spell components. Further layers can secure additional limbs. Each layer has its own listed HP and can be attacked separately. Fire deals double damage to the web. Destroying the layer frees what it held.

The Weaver can also attach a layer between surfaces without a roll. Drows use these strands as climbing lines, alarms, temporary bridges, sealed doors, and prepared capture points. The GM decides what a strand can support from the Weaver's size and the situation.

Web Sense

The Weaver feels every movement transmitted through a web it is touching. It knows the position and approximate size of anything moving on those connected strands and cannot be surprised by it. This sense works in Darkness and does not depend on sight or hearing. Away from its web, the Weaver relies on ordinary arachnid senses.

An Animal Mind

A summoned Cavern Weaver understands prey, threats, territory, its handler, prepared routes, and concrete orders. It can distinguish Drows from other humanoids and has been bred to accept them near its nest. Higher profiles strengthen its body without granting language or abstract intelligence.

A caster using Polymorph retains their own mind. The form grants the Weaver's movement, venom, silk, and senses, but no Drow training or memories.

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