Deathweb
Description
A deathweb is the undead exoskeleton of a massive spider animated with the vilest necromancy. The spells that create this monstrosity bind to it thousands of normal spiders, which together form the mind of the undead beast like an arachnid hive. These smaller spiders live in and direct their exoskeleton home, working together to swarm around the deathweb and weave its web sheets.
The exoskeleton of a deathweb is cracked and full of holes to allow the resident spiders easy passage into and out of it. Although the exoskeleton can be up to 10 feet long, the largest spiders within are only 6 inches in length. The variety in the sizes of the internal spiders allows them to ably move all parts of the exoskeleton, giving the massive carapace amazing dexterity and swiftness, as well as cleverness, perception, and presence.
These capabilities make deathwebs resourceful and frightening opponents, especially when adversaries mistake them for normal monstrous arachnids or mindless undead. Because of their ability to squeeze into tight surroundings, deathwebs may be found lurking in all manner of niches.
Deathwebs lair where they can build webs to trap passersby, such as among thick trees or in caves or tunnels. The creatures don't actively collect valuables, but they kill indiscriminately to feed the multitude of spiders within. Webs in a deathweb's lair are thus likely to contain valuables despite the creature's lack of interest in wealth.
Combat Stats
- Melee
- bite +15 (2d8+12)
- Space
- 10 ft.
- Reach
- 10 ft.
- Aura
- infestation (5 ft., 1d6 plus poison)
- Racial Modifiers
- +4 Stealth
Ability Scores
Proficiencies
Weapons: Simple
Special Attacks
web (+9 ranged, DC 15, 11 hp)
Special Qualities
Feats
Special Abilities
Universal Monster Rules
Feats, Traits & Items
As a standard action, the creature may perform an awesome blow combat maneuver. If the creature's maneuver succeeds against a corporeal opponent smaller than itself, its opponent takes damage (typically slam damage plus Strength bonus) and is knocked flying 10 feet in a direction of the attacking creature's choice and falls prone. The attacking creature can only push the opponent in a straight line, and the opponent can't move closer to the attacking creature than the square it started in. If an obstacle prevents the completion of the opponent's move, the opponent and the obstacle each take 1d6 points of damage, and the opponent is knocked prone in the space adjacent to the obstacle.
As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.
You do not provoke an attack of opportunity when performing a bull rush combat maneuver. In addition, you receive a +2 bonus on checks made to bull rush a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to bull rush you.
You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.
Skills
Climb +16, Perception +15, Stealth +16
- Type
- Undead
- Alignment
- N
- Size
- Large
- Environment
- any
- Organization
- solitary, pair, or nest (3-8)
- Treasure
- incidental
- Senses
- darkvision 60 ft.; Perception +15
- Aura
- infestation (5 ft., 1d6 plus poison)
- Source
- Bestiary 3