This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.
MONSTERS (Vermin)
Vermin:
Vermin: Immune to mind-influencing effects.
Poison (Ex): Many vermin have poisonous bites or stings. They are all injury type poisons. The Fortitude save DCs and damage are set out in the Vermin Poison table.
Vermin Poison
Initial and
Poison DC Secondary Damage
------ -- ----------------
Giant bee 13 1d6 Con
Giant wasp 18 1d6 Dex
Monstrous centipede
Tiny 11 1 Dex
Small 11 1d2 Dex
Medium-size 13 1d3 Dex
Large 16 1d4 Dex
Huge 18 1d6 Dex
Gargantuan 26 1d8 Dex
Colossal 36 2d6 Dex
Monstrous scorpion
Tiny 11 1d2 Str
Small 11 1d3 Str
Medium-size 15 1d4 Str
Large 18 1d6 Str
Huge 26 1d8 Str
Gargantuan 36 2d6 Str
Colossal 54 2d8 Str
Monstrous spider
Tiny 11 1d2 Str
Small 11 1d3 Str
Medium-size 14 1d4 Str
Large 17 1d6 Str
Huge 22 1d8 Str
Gargantuan 31 2d6 Str
Colossal 35 2d8 Str
Giant Ant, Worker Giant Ant, Soldier Giant Ant, Queen
Medium-Size Vermin Medium-Size Vermin Large Vermin
HD: 2d8 (9 hp) 2d8+2 (11 hp) 4d8+4 (22 hp)
Initiative: +0 +0 -1
(Dex)
Speed: 50 ft., climb 20 ft. 50 ft., climb 20 ft. 40
ft.
AC: 17 (+7 natural) 17 (+7 natural) 17 (-1 size, -1 Dex, +9
natural)
Attacks: Bite +1 melee Bite
+3 melee Bite
+5 melee
Damage: Bite 1d6 Bite 2d4+3 Bite
2d6+4
Face/Reach: 5 ft.
by 5 ft./5 ft. 5 ft. by 5
ft./5 ft. 5
ft. by 10 ft./5 ft.
Special Attacks: Improved grab Improved
grab, acid sting Improved
grab
Special Qualities: Vermin Vermin Vermin
Saves: Fort +3, Ref +0, Will +0 Fort +4, Ref +0, Will +1 Fort +5, Ref +0, Will +2
Abilities: Str 10,
Dex 10, Con 10, Str 14, Dex 10, Con
13, Str 16, Dex 9,
Con 13,
Int -, Wis 11, Cha 9 Int -, Wis 13, Cha 11 Int -, Wis 13, Cha
11
Skills: Climb +8,
Listen +5, Climb +10, Listen +6, Spot +6 Listen +7, Spot +7
Spot +5
Climate/Terrain: Temperate
and Temperate and warm desert,
forest, Temperate and warm desert,
forest,
warm desert,
forest, hill, plains, hill,
plains, and underground hill,
plains, and underground
and underground
Organization: Gang
(2-6) or Solitary or gang
(2-4) Hive (1 plus
10-100 workers
crew (6-11 plus 1
giant ant soldier) and
5-20 soldiers)
Challenge Rating:
1 2 2
Treasure: None None 1/10
coins; 50% goods; 50% items
Alignment: Always
neutral Always neutral Always
neutral
Advancement: 3-4
HD 3-4 HD (Medium-size); 5-6 HD (Large); 7-8 HD
(Huge)
(Medium-size);5-6
HD (Large) 5-6 HD (Large)
Giant Ant
Improved Grab (Ex): To use this ability, the giant ant must hit with its bite attack. A giant ant soldier that gets a hold can sting.
Acid Sting (Ex): The giant ant soldier has a stinger and an acid-producing gland and in its abdomen. If it successfully grabs an opponent, it can attempt to sting each round using its full attack bonus. A hit with the sting attack deals 1d4+1 points of piercing damage and 1d4 points of acid damage.
Giant Bee Giant Beetle, Bombardier Giant Beetle, Fire
Medium-Size Vermin Medium-Size Vermin Small Vermin
HD: 3d8 (13 hp) 2d8+4 (13
hp) 1d8
(4 hp)
Initiative: +2
(Dex) +0 +0
Speed: 20 ft., fly
80 ft. (good) 30 ft. 30
ft.
AC: 14 (+2 Dex, +2
natural) 16 (+6 natural) 16 (+1
size, +5 natural)
Attacks: Sting +2 melee Bite
+2 melee Bite
+1 melee
Damage: Sting 1d4
and poison Bite 1d4+1 Bite
2d4
Face/Reach: 5 ft.
by 5 ft./5 ft. 5 ft. by 5
ft./5 ft. 5
ft. by 5 ft./5 ft.
Special Attacks: Poison Acid
spray -
Special Qualities: Vermin Vermin Vermin
Saves: Fort +3, Ref +3, Will +2 Fort +5, Ref +0, Will +0 Fort +2, Ref +0, Will +0
Abilities: Str 11,
Dex 14, Con 11, Str 13, Dex 10, Con
14, Str 10, Dex
11, Con 11,
Int -, Wis 12, Cha 9 Int -, Wis 10, Cha 9 Int -, Wis 10, Cha
7
Skills: Intuit
Direction +6, Spot +6 Listen +5, Spot
+5 Climb
+4, Listen +3, Spot +3
Climate/Terrain: Temperate Temperate
and warm land Temperate
and warm land
and warm land and
underground and underground and underground
Organization:
Solitary, swarm Cluster (2-5)
or swarm (6-11) Cluster (2-5)
or swarm (6-11)
(2-5), or hive
(11-20)
Challenge Rating:
1/2 2 1/3
Treasure: No
coins; 1/4 goods None None
(honey only); no
items
Alignment: Always
neutral Always neutral Always
neutral
Advancement: 4-6
HD 3-4 HD
(Medium-size); 2-3
HD (Small)
(Medium-size); 7-9
HD (Large) 5-6 HD (Large)
Giant Bee
Poison (Ex): See the Vermin Poison table, above. A bee that successfully stings another creature pulls away, leaving its stinger in the creature. The bee then dies.
Giant Bombardier Beetle
Acid Spray (Ex): When attacked or disturbed, a giant bombardier beetle can release a 10-foot cone of acidic vapor once per round. Those within the cone must succeed at a Fortitude save (DC 13) or take 1d4+2 points of damage.
Giant Fire Beetle
They have two glands, one above each eye, that produce a red glow. The glands’ luminosity persists for 1d6 days after removal from the beetle, illuminating a roughly circular area with a 10-foot radius
Giant Beetle, Stag Giant Praying Mantis Giant Wasp
Large Vermin Large
Vermin Large
Vermin
HD: 7d8+21 (52 hp)
4d8+8 (26 hp) 5d8+10
(32 hp)
Initiative: +0 -1
(Dex) +1
(Dex)
Speed: 20 ft. 20
ft., fly 40 ft. (poor) 20
ft., fly 60 ft. (good)
AC: 19 (-1 size,
+10 natural) 14 (-1 size,
-1 Dex, +6 natural) 14 (-1
size, +1 Dex, +4 natural)
Attacks: Bite +10 melee Claws
+6 melee, bite +1 melee Sting
+6 melee
Damage: Bite 4d6+9 Claws 1d8+4, bite
1d6+2 Sting 1d3+6 and
poison
Face/Reach: 5 ft.
by 10 ft./5 ft. 5 ft. by 10
ft./5 ft. 5
ft. by 10 ft./5 ft.
Special Attacks: Trample 2d8+3 Improved
grab, squeeze Poison
Special Qualities: Vermin Vermin Vermin
Saves: Fort +8, Ref +2, Will +2 Fort +6, Ref +0, Will +3 Fort +6, Ref +2, Will +2
Abilities: Str 23,
Dex 10, Con 17, Str 19, Dex 8, Con
15, Str 18, Dex
12, Con 14,
Int -, Wis 10, Cha 9 Int -, Wis 14, Cha 11 Int -, Wis 13, Cha
11
Skills: Listen +8, Spot +7 Hide +1*, Listen +5,
Spot +8 Intuit
Direction +7, Spot +9
Climate/Terrain: Temperate and Any land and underground Temperate
and warm land
warm forest and
underground and
underground
Organization:
Cluster (2-5) or Solitary Solitary,
swarm (2-5),
swarm (6-11) or
nest (11-20)
Challenge Rating:
4 2 3
Treasure: None None None
Alignment: Always
neutral Always neutral Always
neutral
Advancement: 8-10
HD (Large); 5-8 HD (Large); 9-12 HD
(Huge) 6-8 HD (Large); 9-15 HD
(Huge)
11-21 HD (Huge)
Giant Stag Beetle
Trample (Ex): A giant stag beetle can trample Medium-size or smaller creatures for 2d8+3 points of damage. Opponents who do not make attacks of opportunity against the giant stag beetle can attempt a Reflex save (DC 19) to halve the damage.
Giant Praying Mantis
Improved Grab (Ex): To use this ability, the giant praying mantis must hit an opponent of Medium-size or smaller with its claws attack. If it gets a hold, it squeezes.
Squeeze (Ex): A giant praying mantis that gets a hold on a Medium-size or smaller opponent automatically deals 1d8+4 points of claw damage and bites at its full attack value of +6 each round the hold is maintained.
Skills: *Because of its camouflage, a mantis surrounded by foliage receives an additional +8 racial bonus to Hide checks.
Giant Wasp
Poison (Ex): See the Vermin Poison table.
Monstrous
Centipede, Tiny Monstrous
Centipede, Small Monstrous
Centipede,
Medium-Size
Tiny Vermin Small
Vermin Medium-Size
Vermin
Hit Dice: 1/4 d8
(1 hp) 1/2 d8 (2
hp) 1d8
(4 hp)
Initiative: +2
(Dex) +2
(Dex) +2
(Dex)
Speed: 20 ft. 30
ft. 40
ft.
AC: 14 (+2 size,
+2 Dex) 14 (+1 size,
+2 Dex, +1 natural) 14 (+2 Dex,
+2 natural)
Attacks: Bite +4 melee Bite
+3 melee Bite
+2 melee
Damage: Bite 1d3-5
and poison Bite 1d4-3 and poison Bite 1d6-1 and poison
Face/Reach: 2 1/2
ft. by 5 ft. by 5 ft./5 ft. 5 ft. by 5 ft./5 ft.
2 1/2 ft./0 ft.
Special Attacks: Poison Poison Poison
Special Qualities: Vermin Vermin Vermin
Saves: Fort +2, Ref +2, Will +0 Fort +2, Ref +2, Will +0 Fort +2, Ref +2, Will +0
Abilities: Str 1,
Dex 15, Con 10, Str 5, Dex 15,
Con 10, Str 9,
Dex 15, Con 10,
Int -, Wis 10, Cha 2 Int -, Wis 10, Cha 2 Int -, Wis 10, Cha
2
Skills: Climb +3,
Hide +17, Climb +5, Hide +13, Spot +7 Climb +8, Hide +8, Spot +8
Spot +7
Feats: Weapon Finesse
(bite) Weapon Finesse (bite) Weapon Finesse (bite)
Climate/Terrain:
Temperate and Temperate and warm
land Temperate and warm
land
warm land and
underground and underground and underground
Organization:
Colony (8-16) Colony (2-5)
or swarm (6-11) Solitary or
colony (2-5)
Challenge Rating:
1/8 1/4 1/2
Treasure: None None None
Alignment: Always
neutral Always neutral Always
neutral
Advancement: - - -
Monstrous
Centipede, Large Monstrous
Centipede, Huge Monstrous
Centipede, Gargantuan
Large Vermin Huge
Vermin Gargantuan
Vermin
Hit Dice: 2d8 (9
hp) 4d8 (18
hp) 16d8
(72 hp)
Initiative: +2
(Dex) +2
(Dex) +2
(Dex)
Speed: 40 ft. 40
ft. 40
ft.
AC: 14 (-1 size,
+2 Dex, 16 (-2
size, +2 Dex, +6 natural) 18
(-4 size, +2 Dex, +10 natural)
+3 natural)
Attacks: Bite +2 melee Bite
+4 melee Bite
+13 melee
Damage: Bite 1d8+1
and poison Bite 2d6+4 and poison Bite 2d8+7 and poison
Face/Reach: 5 ft.
by 15 ft./5 ft. 10 ft. by 30
ft./10 ft. 15
ft. by 60 ft./10 ft.
Special Attacks: Poison Poison Poison
Special Qualities: Vermin Vermin Vermin
Saves: Fort +3,
Ref +2, Will +0 Fort +4, Ref +3,
Will +1 Fort +10,
Ref +7, Will +5
Abilities: Str 13,
Dex 15, Con 10, Str 17, Dex 15, Con
10, Str 21, Dex
15, Con 10,
Int -, Wis 10, Cha 2 Int -, Wis 10, Cha 2 Int -, Wis 10, Cha
2
Skills: Climb +10,
Hide +3, Climb +11, Hide +1, Spot +7 Climb +13, Hide -3, Spot +7
Spot +8
Feats: Weapon
Finesse (bite) - -
Climate/Terrain:
Temperate and Temperate and warm
land Temperate and warm
land
warm land and
underground and underground and underground
Organization:
Solitary or Solitary
or colony (2-5) Solitary
colony (2-5)
Challenge Rating:
1 2 6
Treasure: None None None
Alignment: Always
neutral Always neutral Always
neutral
Advancement: 3 HD
(Large) 5-15 HD (Huge) 17-31 HD
(Gargantuan)
Monstrous
Centipede, Colossal Monstrous
Scorpion, Tiny Monstrous
Scorpion, Small
Colossal Vermin Tiny Vermin Small
Vermin
Hit Dice: 32d8
(144 hp) 1/2 d8+2
(4 hp) 1d8+2
(6 hp)
Initiative: +2
(Dex) +0 +0
Speed: 40 ft. 20 ft. 30
ft.
AC: 20 (-8 size,
+2 Dex, 14 (+2
size, +2 natural) 14
(+1 size, +3 natural)
+16 natural)
Attacks: Bite +23 melee 2
claws +2 melee, sting -3 melee 2
claws +1 melee, sting -4 melee
Damage: Bite
4d6+10 and poison Claw 1d2-4, sting
1d2-4 Claw 1d3-1,
sting 1d3-1
and poison
and poison
Face/Reach: 30 ft.
by 120 ft./15 ft. 2 1/2 ft. by 2 1/2
ft./0 ft. 5 ft. by 5
ft./5 ft.
Special Attacks: Poison Improved
grab, poison Improved
grab, squeeze, poison
Special Qualities: Vermin Vermin Vermin
Saves: Fort +18, Ref +12, Will +10 Fort +4, Ref +0,
Will +0 Fort +4,
Ref +0, Will +0
Abilities: Str 25,
Dex 15, Con 10, Str 3, Dex 10, Con
14, Str 9, Dex
10, Con 14,
Int -, Wis 10, Cha 2 Int -, Wis 10, Cha 2 Int -, Wis 10, Cha
2
Skills: Climb +15,
Hide -7, Climb +4, Hide +15, Spot +7 Climb +6, Hide +12, Spot +7
Spot +7
Feats: - Weapon
Finesse (claw, sting) Weapon
Finesse (claw, sting)
Climate/Terrain: Temperate and Temperate and warm land Temperate
and warm land
warm land and
underground and underground and underground
Organization:
Solitary Colony
(8-16) Colony
(2-5) or swarm (6-11)
Challenge Rating:
8 1/4 1/2
Treasure: None None None
Alignment: Always
neutral Always neutral Always
neutral
Advancement: 33-64 HD (Colossal) - -
Monstrous Centipede
Monstrous Centipede Sizes
Size Body Length Body Width* Height
---- ----------- ----------- ------
Tiny 2 feet 3 inches 1 1/2 inches
Small 4 feet 6 inches 3 inches
Medium-size 8 feet 1 foot 6 inches
Large 15 feet 2 feet 1 foot
Huge 30 feet 4 feet 2 feet
Gargantuan 60 feet 8 feet 4 feet
Colossal 120 feet 16 feet 8 feet
*The number includes the centipede’s body and its legs; the actual body width is about a third of the total.
Poison (Ex): See the Vermin Poison table.
Skills: Monstrous centipedes receive a +4 racial bonus to Climb, Hide, and Spot checks.
Monstrous
Scorpion, Medium-Size Monstrous Scorpion,
Large Monstrous Scorpion,
Huge
Medium-Size Vermin Large Vermin Huge Vermin
Hit Dice: 2d8+4
(13 hp) 4d8+8 (26
hp) 16d8+32
(104 hp)
Initiative: +0 +0 +0
Speed: 40 ft. 50
ft. 50
ft.
AC: 14 (+4
natural) 14
(-1 size, +5 natural) 16
(-2 size, +8 natural)
Attacks: 2 claws +2 melee, 2 claws +5 melee, sting +0 melee 2
claws +15 melee, sting +10 melee
sting -3 melee
Damage: Claw
1d4+1, sting 1d4 Claw 1d6+3, sting
1d6+1 Claw 1d8+5,
sting 2d4+2
and poison and
poison and
poison
Face/Reach: 5 ft.
by 5 ft./5 ft. 5 ft. by 10
ft./5 ft. 10
ft. by 20 ft./10 ft.
Special Attacks:
Improved grab, Improved grab,
squeeze, poison Improved grab,
squeeze, poison
squeeze, poison
Special Qualities: Vermin Vermin Vermin
Saves: Fort +5, Ref +0, Will +0 Fort +6, Ref +1, Will +1 Fort +12, Ref +5, Will +5
Abilities: Str 13,
Dex 10, Con 14, Str 17, Dex 10, Con
14, Str 21, Dex
10, Con 14,
Int -, Wis 10, Cha 2 Int -, Wis 10, Cha 2 Int -, Wis 10, Cha
2
Skills: Climb +8,
Hide +8, Spot +7 Climb +11, Hide +3,
Spot +7 Climb +12, Hide +0,
Spot +7
Climate/Terrain: Temperate and Temperate and warm land Temperate
and warm land
warm land and
underground and underground and underground
Organization:
Solitary or Solitary
or colony (2-5) Solitary
or colony (2-5)
colony (2-5)
Challenge Rating:
1 2 6
Treasure: 1/10
coins; 50% goods; 1/10 coins; 50%
goods; 50% items 1/10 coins; 50% goods;
50% items
50% items
Alignment: Always
neutral Always neutral Always
neutral
Advancement: - 5-15
HD (Large) 17-31
HD (Huge)
Monstrous
Scorpion, Gargantuan Monstrous
Scorpion, Colossal Monstrous
Spider, Tiny
Gargantuan Vermin Colossal Vermin Tiny Vermin
Hit Dice: 32d8+64
(208 hp) 64d8+128 (416 hp) 1/2 d8 (2 hp)
Initiative: +0 +0 +3
(Dex)
Speed: 50 ft. 50
ft. 20
ft., climb 10 ft.
AC: 18 (-4 size,
+12 natural) 20 (-8 size,
+18 natural) 15 (+2
size, +3 Dex)
Attacks: 2 claws +27 melee, 2 claws +49 melee, Bite
+5 melee
sting +22 melee sting
+44 melee
Damage: Claw 2d6+7, Claw
2d8+9, sting 2d8+4 Bite
1d3-4 and poison
sting 2d6+3 and
poison and poison
Face/Reach: 20 ft.
by 40 ft./10 ft. 40 ft. by 80 ft./15
ft. 2 1/2 ft.
by 2 1/2 ft./0 ft.
Special Attacks:
Improved grab, Improved grab,
squeeze, poison Poison, web
squeeze, poison
Special Qualities: Vermin Vermin Vermin
Saves: Fort +20, Ref +10, Will +10 Fort +36, Ref
+21, Will +21 Fort +2, Ref +3, Will +0
Abilities: Str 25, Dex 10, Con 14, Str 29, Dex 10, Con 14, Str 3, Dex 17, Con 10,
Int -, Wis 10, Cha 2 Int -, Wis 10, Cha 2 Int -, Wis 10, Cha
2
Skills: Climb +14,
Hide -4, Spot +7 Climb +16, Hide -8,
Spot +7 Climb +8, Hide +18,
Jump -4*,
Spot
+7*
Feats: - - Weapon
Finesse (bite)
Climate/Terrain: Temperate Temperate
and warm land Temperate
and warm land
and warm land and
underground and underground and underground
Organization:
Solitary Solitary Colony
(8-16)
Challenge Rating:
9 11 1/4
Treasure: 1/10
coins; 50% goods; 1/10 coins; 50%
goods; 50% items None
50% items
Alignment: Always
neutral Always neutral Always
neutral
Advancement: 33-63
HD - -
(Gargantuan)
Monstrous Scorpion
Monstrous Scorpion Sizes
Size Body Length Body Width* Height
---- ----------- ----------- ------
Tiny 2 feet 1 foot 1 1/2 inches
Small 4 feet 2 feet 3 inches
Medium-size 6 feet 3 feet 6 inches
Large 10 feet 5 feet 1 1/2 feet
Huge 20 feet 10 feet 2 1/2 feet
Gargantuan 40 feet 20 feet 5 feet
Colossal 80 feet 40 feet 10 feet
*The number includes the scorpion’s body and its legs; the actual body width is about a third of the total.
**The number indicates the height of the creature’s body; the creature’s stinger usually is held about as high off the ground as the creature is wide.
Improved Grab (Ex): To use this ability, the monstrous scorpion must hit with its claw attack. If it gets a hold, it hangs on and stings.
Squeeze (Ex): A monstrous scorpion that gets a hold on an opponent of its size or smaller automatically deals damage with both claws, biting and stinging at its full attack value.
Poison (Ex): See the Vermin Poison table.
Skills: A monstrous scorpion receives a +4 racial bonus to Climb, Hide, and Spot checks.
Monstrous Spider,
Small Monstrous Spider,
Medium-Size Monstrous Spider, Large
Small Vermin Medium-Size
Vermin Large
Vermin
Hit Dice: 1d8 (4
hp) 2d8+2 (11
hp) 4d8+4
(22 hp)
Initiative: +3
(Dex) +3
(Dex) +3
(Dex)
Speed: 30 ft.,
climb 20 ft. 30 ft.,
climb 20 ft. 30 ft., climb 20 ft.
(40 ft., climb 20 ft.) (40 ft., climb 20 ft.) (40 ft., climb
20 ft.)
AC: 14 (+1 size,
+3 Dex) 14 (+3 Dex,
+1 natural) 14 (-1
size, +3 Dex, +2 natural)
Attacks: Bite +4 melee Bite
+4 melee Bite
+4 melee
Damage: Bite 1d4-2
and poison Bite 1d6 and poison Bite 1d8+3 and
poison
Face/Reach: 5 ft.
by 5 ft./5 ft. 5 ft. by 5
ft./5 ft. 10
ft. by 10 ft./5 ft.
Special Attacks: Poison, web Poison,
web Poison,
web
Special Qualities: Vermin Vermin Vermin
Saves: Fort +2, Ref +3, Will +0 Fort +4, Ref +3, Will +0 Fort +5, Ref +4, Will +1
Abilities: Str 7,
Dex 17, Con 10, Str 11, Dex 17,
Con 12, Str 15,
Dex 17, Con 12,
Int -, Wis 10, Cha 2 Int -, Wis 10, Cha 2 Int -, Wis 10, Cha
2
Skills: Climb +10,
Hide +14, Climb +12, Hide +10, Jump +0*, Climb +14, Hide +6, Jump +2*,
Jump -2*, Spot +7* Spot +7* Spot +7*
Feats: Weapon Finesse (bite) Weapon Finesse (bite) -
Climate/Terrain: Temperate and Temperate and warm land Temperate
and warm land
warm land and
underground and underground and underground
Organization:
Colony (2-5) Solitary or colony (2-5) Solitary or colony (2-5)
or swarm (6-11)
Challenge Rating:
1/2 1 2
Treasure: None 1/10 coins;
50% goods; 50% items 1/10 coins; 50%
goods; 50% items
Alignment: Always
neutral Always neutral Always
neutral
Advancement: - 3 HD (Medium-size) 5-9 HD (Large)
Monstrous Spider,
Huge Monstrous Spider,
Gargantuan Monstrous Spider,
Colossal
Huge Vermin Gargantuan
Vermin Colossal
Vermin
Hit Dice: 10d8+10
(55 hp) 24d8+24 (132
hp) 48d8+48 (264 hp)
Initiative: +3
(Dex) +3
(Dex) +3
(Dex)
Speed: 30 ft.,
climb 20 ft. 30 ft.,
climb 20 ft. 30 ft.,
climb 20 ft.
(40 ft., climb 20 ft.) (40 ft., climb 20 ft.) (40 ft., climb
20 ft.)
AC: 16 (-2 size, +3 Dex, 18 (-4 size, +3 Dex, +9 natural) 20 (-8 size, +3 Dex, +15 natural)
+5 natural)
Attacks: Bite +9 melee Bite
+20 melee Bite
+36 melee
Damage: Bite 2d6+6
and poison Bite 2d8+9 and poison Bite 4d6+12 and poison
Face/Reach: 15 ft.
by 15 ft./10 ft. 20 ft. by 20 ft./10
ft. 40 ft. by
40 ft./15 ft.
Special Attacks: Poison, web Poison,
web Poison,
web
Special Qualities: Vermin Vermin Vermin
Saves: Fort +8, Ref
+6, Will +3 Fort +15, Ref +11,
Will +8 Fort +27, Ref +19, Will +16
Abilities: Str 19,
Dex 17, Con 12, Str 23, Dex 17, Con
12, Str 27, Dex
17, Con 12,
Int -, Wis 10, Cha 2 Int -, Wis 10, Cha 2 Int -, Wis 10, Cha 2
Skills: Climb +16,
Hide +2, Climb +18, Hide -2, Jump +6*, Climb +20, Hide -6, Jump +8*,
Jump +4*, Spot +7* Spot +7* Spot +7*
Climate/Terrain:
Temperate and Temperate and warm
land Temperate and warm
land
warm land and
underground and underground and underground
Organization:
Solitary or Solitary Solitary
colony (2-5)
Challenge Rating:
4 7 10
Treasure: 1/10
coins; 50% goods; 1/10 coins; 50%
goods; 50% items 1/10 coins; 50% goods;
50% items
50% items
Alignment: Always
neutral Always neutral Always
neutral
Advancement: 11-23
HD (Huge) 25-47 HD (Gargantuan) 49-64 HD (Colossal)
Monstrous Spider
Monstrous Spider Sizes
Size Diameter* Height
---- --------- ------
Tiny 2 feet 2 inches
Small 3 feet 3 inches
Medium-size 5 feet 6 inches
Large 10 feet 1 1/2 feet
Huge 15 feet 2 1/2 feet
Gargantuan 20 feet 5 feet
Colossal 40 feet 10 feet
*The number includes the spider’s body and its legs; the actual body diameter is about a third of the total.
Monstrous Spider Webs
Spider Size Escape DC Break DC Hit Points
----------- --------- -------- ----------
Tiny 16 22 2
Small 18 24 4
Medium-size 20 26 6
Large 26 32 12
Huge 28 34 14
Gargantuan 30 36 16
Colossal 32 38 18
Poison (Ex): See the Vermin Poison table.
Web (Ex): Both types of monstrous spiders often wait in their webs or in trees, then lower themselves silently on silk strands and leap onto prey passing beneath. A single strand is strong enough to support the spider and one creature of the same size.
Skills: *Monstrous spiders gain a +8 competence bonus to Hide and Move Silently checks when using their webs.
Web-spinning spiders can cast a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size smaller than the spider. The web anchors the target in place, allowing no movement. An entangled creature can escape with a successful Escape Artist check or burst it with a Strength check. Both are standard actions whose DCs are listed in the accompanying table. Web-spinning spiders often create sheets of sticky webbing from 5 to 60 feet square, depending on the size of the spider. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed at a Spot check (DC 20) to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. 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 the hit points listed on the table, and sheet webs have damage reduction 5/fire. A monstrous spider can move across its own sheet web at its climb speed and can determine the exact location of any creature touching the web.
Skills: Monstrous spiders receive a +4 racial bonus to Hide and Spot checks.
*Hunting spiders receive a +6 racial bonus to Jump checks and a +8 racial bonus to Spot checks.