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Vermin:Monstrous Spider, Tiny
Size & Type (subtype):Tiny VerminHit Dice:1/2 d8 (2)
Initiative:   +3 (Dex)   Speed:   20 ft., climb 10 ft.  
Armor Class:   15 (+2 size, +3 Dex)   Attacks:   Bite +5 melee  
Damage:   Bite 1d3-4 and poison   Face and Reach:   2 1/2 ft. by 2 1/2 ft./0 ft.  
Special Attacks:   Poison, web   Special Qualities:   Vermin  
Saving Throws  Fortitude: 2  
Reflex: 3  
Will: 0  
Abilities:   Str: 3
Dex: 17
Con: 10
Wis: 10
Cha: 2
Skills:   Climb +8, Hide +18, Jump -4*, Spot +7*   Feats:   Weapon Finesse (bite)  
Climate and Terrain:   Temperate and warm land and underground   Climate:   temperate,warm  
Terrain:   desert,forest,hill,marsh,mountains,plains,underground   Organization:   Colony (8-16)  
Challenge Rating:   1/4   Challenge Rating Value:   0.25  
Treasure:   None   Alignment:   Always neutral  


Diameter 2 feet (including legs), Body Diameter 8 inches, Height 2 inches.

Poison (Ex): Bite, Fortitude save (DC 11); initial and secondary damage 1d2 temporary Strength.

Web (Ex): Escape DC 16, Break DC 22, Hit Points 2.
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. 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 that 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 given in the description for each size. 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 given in the description for each size, 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.

Vermin: Immune to mind-influencing effects.

Skills: Monstrous spiders receive a +4 racial bonus to Hide and Spot checks. *Monstrous spiders gain a +8 competence bonus to Hide and Move Silently checks when using their webs. *Hunting spiders receive a +6 racial bonus to Jump checks and a +8 racial bonus to Spot checks.


Interface by Rodrigo Flores - 2003-2013Database by John H. Kim - 2002