Jorogumo
Description
Jorogumos are seductive schemers who secret themselves away in isolated mountain valleys where they lure travelers, especially men, to their dooms. Exclusively female, jorogumos must mate with humanoids to produce fertile eggs. After copulation, a jorogumo paralyzes her partner by poisoning him into a coma. She lays a single egg within the father's body, then cocoons the corpse and hides the victim. Periodic visits to re-poison the victim ensure his coma lasts for the 2d4 days required for the young jorogumo to hatch and feed. Jorogumos are enthusiastic enemies of tengus and attack them on sight—they never take tengus as “mates.”
Combat Stats
- Melee
- bite +20 (1d4+6/19-20 plus poison), 2 claws +20 (1d6+6)
- DR
- 10/cold iron and magic
- Racial Modifiers
- +8 Climb with spider legs
Ability Scores
Proficiencies
Weapons: Simple
Special Attacks
sneak attack +3d6
web (+18 ranged, DC 23, 14 hp)
Special Qualities
change shape (giant spider; vermin shape I)
Spider Empathy — This ability functions as a druid's wild empathy, save that it works only on spiders. A jorogumo uses her Hit Dice (normally 14) as her effective druid level. Spiders are normally mindless, but this empathic communication imparts upon them a modicum of implanted intelligence, allowing the jorogumo to train them and use them as guardians (though it does not grant them skills or feats).
swift shapechanger.
Feats
Dodge, Improved Critical (bite), Improved Iron Will, Iron Will, Mobility, Power Attack, Spring Attack
Special Abilities
Universal Monster Rules
Special Abilities
Feats, Traits & Items
You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
When using the weapon you selected, your threat range is doubled.
Once per day, you may reroll a Will save. You must decide to use this ability before the results are revealed. You must take the second roll, even if it is worse.
You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
Dodge bonuses stack with each other, unlike most types of bonuses.
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.
As a full-round action, you can move up to your speed and make a single melee attack without provoking any attacks of opportunity from the target of your attack. You can move both before and after the attack, but you must move at least 10 feet before the attack and the total distance that you move cannot be greater than your speed. You cannot use this ability to attack a foe that is adjacent to you at the start of your turn.
Skills
Acrobatics +14, Bluff +19, Climb +29 (+37 with spider legs), Diplomacy +18, Perception +18, Perform (string) +10, Sense Motive +15, Stealth +19, Swim +14
Spells
- Type
- Monstrous Humanoid
- Alignment
- NE
- Size
- Medium
- Environment
- temperate mountain valleys
- Organization
- solitary or cult (2-6 plus 2-8 spiders of various sizes)
- Treasure
- standard
- Senses
- darkvision 60 ft.; Perception +18
- Languages
- Aklo, Common, Sylvan
- Source
- Bestiary 3