Arachnosphinx
No. Enc.: 1 (1d4)
Alignment: Chaotic
Movement: 120' (40')
Armor Class: 2
Hit Dice: 10
Attacks: 7 (6 claws, 1 bite)
Damage: 1d6 / 1d6 / 1d6 / 1d6 / 1d6 / 1d6 / 2d10
Save: L10
Morale: 10
Hoard Class: XXII
XP: 4,500
—
Ahhh, the arachnosphinx...truly, my most twisted creation!!! With but one application of my mutative mists, I transformed the deceased Sphinx-Beast into a monstrosity straight from humankind's worst nightmares.
Your multiple limbs rend flesh from bone. Your electro-webs incinerate anything they touch. Your stony shell makes you impervious. You are the ultimate manifestation of my genius!!!
—
Mutant Future Version
Arachnosphinxes are freakish, man-sized bipeds with gaping maws, multiple spiked limbs, and bloated bodies covered with brick-like chitin. They are so disturbing, anyone beholding an arachnosphinx for the first time must make a successful Saving Throw Versus Stun, or be Paralyzed for 1d4 rounds.
Arachnosphinxes spit electrified webbing. Every other round, they can discharge gooey, sizzling gobs that inflict 6d6 damage and require an Ability Check Versus STR to escape. Arachnosphinxes spin massive web networks (which also cause 6d6 damage upon initial contact) that can entangle—and incinerate—multiple vehicles at once.
At range, an arachnosphinx can hurl 1 limb per round at distances of up to 50' with frightening accuracy, gaining a +2 To Hit and causing 3d6 damage.
Mutations: Aberrant Form ("Spear-Legs"), Energy Ray (Modified) (x2), Extra Limbs (Arms)
[The Arachnosphinx (aka the Spider-Monster in the U.S. and Japan) appears courtesy of Episodes 38-39 from the 1971 TV series, Spectreman.]