Old World» Spiders

The varieties of spiderkind are innumerable. Beyond the edges of civilization dwell spiders of unusual size, and it is only natural that such creatures should see humanoids as food. The infernal and abyssal realms, too, have their share of terrifying arachnids; mages of malign intent often summon such monsters to prey upon their enemies.

Spiders

Giant spiders

Ecology

Environment any land or underground

Special Abilities

Alien Mind (Ex)

Giant spiders get a +8 bonus to saving throws against mind-affecting effects, as their perceptions and mentalities are so different from those of humanoids as to be nearly unfathomable.

Skills

Giant spiders have the following racial skill bonuses: +8 Climb, +4 Perception, +8 Stealth. Giant spiders use their Dexterity modifier for Climb checks.

Giant spiders (fiendish)

Ecology

Environment infernal or abyssal realms

Giant crab spider

This unobtrusively-colored spider has a wide, chunky body and widely-splayed legs, like a crab.

Giant crab spiders do not spin webs for hunting or prey capture, though they can use web lines to descend upon unsuspecting opponents. These spiders have a limited ability to adapt their coloration to their environments, which helps them to remain unseen.

Combat

Like their smaller cousins, giant crab spiders prefer to lie in wait for prey to approach, striking out with lightning speed to deliver a venomous bite upon the unwary passer-by.

Giant crab spider

Small animal

Init +7; Senses low-light vision, tremorsense 60 ft.; Perception +4

Defense

AC 15, touch 14, flat-footed 12 (+1 size, +3 Dex, +1 natural)

hp 9 (2d8)

Fort +3, Ref +6, Will +0 (+8 vs. mind-affecting)

Offense

Speed 20 ft., climb 30 ft.

Melee bite +5 (1d4−2 plus poison)

Space 5 ft.; Reach 5 ft.

Statistics

Str 7, Dex 17, Con 10, Int 1, Wis 10, Cha 2

Base Atk +1; CMB −2; CMD 11 (23 vs. trip)

Feats Improved Initiative, Weapon FinesseB

Skills Climb +15, Perception +4, Stealth +19

Morale craven (−2)

Ecology

Organization solitary

Special Abilities

Poison (Ex)

Bite—injury
save Fort DC 11
frequency 1/round for 4 rounds
effect 1 step on the Strength damage track
cure 1 save

Giant crab spider (fiendish)

Fiendish giant crab spiders can be summoned with the summon monster I spell.

Giant crab spider (fiendish)

Small animal (evil, extraplanar)

Init +7; Senses darkvision, low-light vision, tremorsense 60 ft.; Perception +4

Defense

AC 15, touch 14, flat-footed 12 (+1 size, +3 Dex, +1 natural)

hp 9 (2d8)

Fort +3, Ref +6, Will +0 (+8 vs. mind-affecting)

SR 7

Resist cold 5, fire 5

Offense

Speed 20 ft., climb 30 ft.

Melee bite +5 (1d4−2 plus poison)

Space 5 ft.; Reach 5 ft.

Special Attacks smite good

Statistics

Str 7, Dex 17, Con 10, Int 3, Wis 10, Cha 2

Base Atk +1; CMB −2; CMD 11 (23 vs. trip)

Feats Improved Initiative, Weapon FinesseB

Skills Climb +15, Perception +4, Stealth +19

Languages Abyssal or Infernal (can’t speak)

Morale mercenary (+0)

Ecology

Organization solitary

Special Abilities

Poison (Ex)

Bite—injury
save Fort DC 11
frequency 1/round for 4 rounds
effect 1 step on the Strength damage track
cure 1 save

Smite Good (Su)

Once per day, as a swift action, a fiendish giant crab spider can add +2 to its damage rolls against a good creature; this bonus persists until the opponent is dead or the encounter is concluded.

Giant spitting spider

This spider has a mottled-brown body and thin, delicate-looking legs.

In addition to the venomous bite common to all spiders, giant spitting spiders also deliver their venom by spitting globs of sticky, venom-impregnated webbing at unsuspecting prey. They do not otherwise spin webs for hunting, although they can use web lines for travel or to descend upon an unaware opponent.

Combat

Giant spitting spiders prefer to begin combat by sneaking up on their prey from behind, then opening up with a volley of envenomed webbing. If the prey is successfully immobilized, they follow up with a bite to deliver more venom; otherwise, they retreat; they do not fight unless cornered.

Giant spitting spider

Medium animal

Init +7; Senses low-light vision, tremorsense 60 ft.; Perception +8

Defense

AC 14, touch 13, flat-footed 11 (+3 Dex, +1 natural)

hp 16 (3d8+3)

Fort +4, Ref +6, Will +1 (+9 vs. mind-affecting)

Offense

Speed 30 ft., climb 30 ft.

Melee bite +5 (1d6 plus poison)

Space 5 ft.; Reach 5 ft.

Special Attacks spit webbing (ranged touch +5; 30 ft.; entangle plus poison)

Statistics

Str 11, Dex 17, Con 12, Int 1, Wis 10, Cha 2

Base Atk +2; CMB +2; CMD 15 (27 vs. trip)

Feats Improved Initiative, Skill Focus (Stealth), Weapon FinesseB

Skills Climb +15, Perception +8, Stealth +18

Morale mercenary (+0)

Ecology

Organization solitary, pair, or colony (1d6+2)

Special Abilities

Poison (Ex)

Bite—injury or spit webbing—contact
save Fort DC 12
frequency 1/round for 4 rounds
effect 1 step on the Strength damage track
cure 1 save

Spit Webbing (Ex)

Once every 1d4 rounds, a giant spitting spider can spit a jet of envenomed webbing at an opponent up to 30 ft. away. This is ranged touch attack (with an attack bonus of +5), which is effective against opponents up to one size category larger than the spider. A struck opponent is entangled, but may free itself as a full-round action by making a Strength check (to burst the webbing) or an Escape Artist check, either at DC 11. An entangled opponent is also exposed to the spider’s poison.

Giant spitting spider (fiendish)

Fiendish giant spitting spiders can be summoned with the summon monster II spell.

Giant spitting spider (fiendish)

Medium animal (evil, extraplanar)

Init +7; Senses darkvision, low-light vision, tremorsense 60 ft.; Perception +8

Defense

AC 14, touch 13, flat-footed 11 (+3 Dex, +1 natural)

hp 16 (3d8+3)

Fort +4, Ref +6, Will +1 (+9 vs. mind-affecting)

SR 8

Resist cold 5, fire 5

Offense

Speed 30 ft., climb 30 ft.

Melee bite +5 (1d6 plus poison)

Space 5 ft.; Reach 5 ft.

Special Attacks spit webbing (ranged touch +5; 30 ft.; entangle plus poison), smite good

Statistics

Str 11, Dex 17, Con 12, Int 3, Wis 10, Cha 2

Base Atk +2; CMB +2; CMD 15 (27 vs. trip)

Feats Improved Initiative, Skill Focus (Stealth), Weapon FinesseB

Skills Climb +15, Perception +8, Stealth +18

Languages Abyssal or Infernal (can’t speak)

Morale intrepid (+2)

Ecology

Organization solitary, pair, or colony (1d6+2)

Special Abilities

Poison (Ex)

Bite—injury or spit webbing—contact
save Fort DC 12
frequency 1/round for 4 rounds
effect 1 step on the Strength damage track
cure 1 save

Smite Good (Su)

Once per day, as a swift action, a fiendish giant spitting spider can add +3 to its damage rolls against a good creature; this bonus persists until the opponent is dead or the encounter is concluded.

Spit Webbing (Ex)

Once every 1d4 rounds, a fiendish giant spitting spider can spit a jet of envenomed webbing at an opponent up to 30 ft. away. This is a ranged touch attack (with an attack bonus of +5), which is effective against opponents up to one size category larger than the spider. A struck opponent is entangled, but may free itself as a full-round action by making a Strength check (to burst the webbing) or an Escape Artist check, either at DC 13. (The spider receives a +2 racial bonus to the save DC to escape from its webbing.) An entangled opponent is also exposed to the spider’s poison.

Giant wolf spider

This robust-looking spider has a dull coloration, large fangs, and big eyes that shine with reflected light.

Giant wolf spiders are agile hunters; they have excellent eyesight, move fast, and are quick to pounce on their chosen prey. They defend themselves if provoked, and do not flee from a threat unless it is much bigger than they are. Giant wolf spiders don’t spin webs for hunting, and do not use web lines.

After a female giant wolf spider lays her eggs, she carries the egg sac with her until the eggs hatch; at that point, the newly-hatched spiderlings climb onto their mother’s back, riding around with her until they’ve matured enough to go off on their own.

Combat

A giant wolf spider begins combat by charging at an opponent and biting it; it continues biting until the opponent is immobilized. The spider retreats if it is reduced to half of its total hit points or less.

Giant wolf spider

Large animal

Init +7; Senses low-light vision, tremorsense 60 ft.; Perception +8

Defense

AC 15, touch 13, flat-footed 11 (−1 size, +3 Dex, +2 natural, +1 Dodge); Mobility

hp 29 (5d8+7)

Fort +5, Ref +7, Will +1 (+9 vs. mind-affecting)

Offense

Speed 40 ft., climb 30 ft.

Melee bite +5 (1d8+3 plus poison)

Space 10 ft.; Reach 5 ft.

Statistics

Str 15, Dex 17, Con 12, Int 1, Wis 10, Cha 2

Base Atk +3; CMB +6; CMD 19 (31 vs. trip)

Feats Dodge, Improved Initiative, Mobility, Weapon FinesseB

Skills Acrobatics +11, Climb +15, Perception +8, Stealth +12

Morale mercenary (+0)

Ecology

Organization solitary or with spiderling swarm

Special Abilities

Poison (Ex)

Bite—injury
save Fort DC 13
frequency 1/round for 4 rounds
effect 1 step on the Strength damage track
cure 1 save

Giant wolf spider (fiendish)

Fiendish giant wolf spiders can be summoned with the summon monster IV spell.

Giant wolf spider (fiendish)

Large animal (evil, extraplanar)

Init +7; Senses darkvision, low-light vision, tremorsense 60 ft.; Perception +8

Defense

AC 15, touch 13, flat-footed 11 (−1 size, +3 Dex, +2 natural, +1 Dodge); Mobility

hp 29 (5d8+7)

DR 5/good

Fort +5, Ref +7, Will +1 (+9 vs. mind-affecting)

SR 10

Resist cold 10, fire 10

Offense

Speed 40 ft., climb 30 ft.

Melee bite +5 (1d8+3 plus poison)

Space 10 ft.; Reach 5 ft.

Special Attacks smite good

Statistics

Str 15, Dex 17, Con 12, Int 3, Wis 10, Cha 2

Base Atk +3; CMB +6; CMD 19 (31 vs. trip)

Feats Dodge, Improved Initiative, Mobility, Weapon FinesseB

Skills Acrobatics +11, Climb +15, Perception +8, Stealth +12

Languages Abyssal or Infernal (can’t speak)

Morale intrepid (+2)

Ecology

Organization solitary or with spiderling swarm

Special Abilities

Poison (Ex)

Bite—injury
save Fort DC 13
frequency 1/round for 4 rounds
effect 1 step on the Strength damage track
cure 1 save

Smite Good (Su)

Once per day, as a swift action, a fiendish giant wolf spider can add +5 to its damage rolls against a good creature; this bonus persists until the opponent is dead or the encounter is concluded.

Ogre spider

This massive spider has long, thick legs, a stick-like body, and a pair of gigantic forward-facing eyes.

Ogre spiders hunt by making a “net” out of webbing, which they hold with their front legs as they pounce or drop on their prey. They do not otherwise spin webs.

Combat

An ogre spider will lie in wait (sometimes hanging from a thick web line above a highly-trafficked area), then open up with a net attack as they charge their chosen target. They follow up with bites, continuing until the prey is immobilized.

Ogre spider

Huge animal

Init +7; Senses low-light vision, tremorsense 60 ft.; Perception +11

Defense

AC 17, touch 12, flat-footed 13 (−2 size, +3 Dex, +5 natural, +1 Dodge)

hp 68 (8d8+32)

Fort +8, Ref +9, Will +4 (+12 vs. mind-affecting)

Offense

Speed 30 ft., climb 30 ft.

Melee bite +8 (2d6+6 plus poison)

Space 15 ft.; Reach 10 ft.

Special Attacks net (melee touch +8; entangle)

Statistics

Str 19, Dex 17, Con 14, Int 1, Wis 10, Cha 2

Base Atk +6; CMB +12; CMD 25 (37 vs. trip)

Feats Improved Initiative, Dodge, Iron Will, Skill Focus (Perception)

Skills Acrobatics +12, Climb +16, Perception +11, Stealth +8

Morale mercenary (+0)

Ecology

Organization solitary

Special Abilities

Net (Ex)

As a full-round action, an ogre spider can create a net out of webbing, which is then held with the spider’s front two legs. The ogre spider can then make a melee touch attack (with an attack bonus of +8) to ensnare a creature up to one size category smaller than the spider. A struck opponent is entangled, but may free itself as a full-round action by making a Strength check (to burst the webbing) or an Escape Artist check, either at DC 20. (The spider receives a +2 racial bonus to the save DC to escape from its webbing.)

Poison (Ex)

Bite—injury
save Fort DC 16
frequency 1/round for 4 rounds
effect 1 step on the Strength damage track
cure 1 save

Ogre spider (fiendish)

Fiendish ogre spiders can be summoned with the summon monster V spell.

Ogre spider (fiendish)

Huge animal (evil, extraplanar)

Init +7; Senses darkvision, low-light vision, tremorsense 60 ft.; Perception +11

Defense

AC 17, touch 12, flat-footed 13 (−2 size, +3 Dex, +5 natural, +1 Dodge)

hp 68 (8d8+32)

DR 5/good

Fort +8, Ref +9, Will +4 (+12 vs. mind-affecting)

SR 13

Resist cold 10, fire 10

Offense

Speed 30 ft., climb 30 ft.

Melee bite +8 (2d6+6 plus poison)

Space 15 ft.; Reach 10 ft.

Special Attacks net (melee touch +8; entangle), smite good

Statistics

Str 19, Dex 17, Con 14, Int 3, Wis 10, Cha 2

Base Atk +6; CMB +12; CMD 25 (37 vs. trip)

Feats Improved Initiative, Dodge, Iron Will, Skill Focus (Perception)

Skills Acrobatics +12, Climb +16, Perception +11, Stealth +8

Languages Abyssal or Infernal (can’t speak)

Morale intrepid (+2)

Ecology

Organization solitary

Special Abilities

Net (Ex)

As a full-round action, a fiendish ogre spider can create a net out of webbing, which is then held with the spider’s front two legs. The fiendish ogre spider can then make a melee touch attack (with an attack bonus of +8) to ensnare a creature up to one size category smaller than the spider. A struck opponent is entangled, but may free itself as a full-round action by making a Strength check (to burst the webbing) or an Escape Artist check, either at DC 20. (The spider receives a +2 racial bonus to the save DC to escape from its webbing.)

Poison (Ex)

Bite—injury
save Fort DC 16
frequency 1/round for 4 rounds
effect 1 step on the Strength damage track
cure 1 save

Smite Good (Su)

Once per day, as a swift action, a fiendish ogre spider can add +8 to its damage rolls against a good creature; this bonus persists until the opponent is dead or the encounter is concluded.