Library / Bestiary
Spider, Giant
CR
1.00
Vermin
N
Medium
HD 3
A spider the size of a man crawls silently from the depths of its funnel-shaped web.
Description
The statistics above are for a web-spinning spider. Hunting spiders lose the web ability but gain a +8 racial modifier on Acrobatics checks. All giant spiders have a +2 racial bonus on poison save DCs.
Other species of giant spiders exist, as detailed below.
| Species | CR | Size | HD |
|---|---|---|---|
| Scarlet spider | 1/4 | Tiny | 1d8 |
| Giant crab spider | 1/2 | Small | 2d8 |
| Giant black widow | 3 | Large | 5d8 |
| Ogre spider | 5 | Huge | 7d8 |
| Giant tarantula | 8 | Gargantuan | 10d8 |
| Goliath spider | 11 | Colossal | 14d8 |
Combat Stats
HP
16 (3d8+3)
AC
14, touch 13, flat-footed 11 (+3 Dex, +1 natural)
Init
+3
Speed
30 ft., climb 30 ft.
Fort
+4
Ref
+4
Will
+1
BAB
+2
CMB
+2
CMD
15 (27 vs. trip)
- Melee
- bite +2 (1d6 plus poison)
- Racial Modifiers
- +4 Perception, +4 Stealth (+8 in webs), +16 Climb
Ability Scores
str
11
+0
dex
17
+3
con
12
+1
int
-
wis
10
+0
cha
2
-4
Special Attacks
web (+5 ranged, DC 12, hp 2)
Special Abilities
Universal Monster Rules
Poison
(bite)
Ex
from Universal Monster Rule
A creature with this ability can poison those it attacks. The effects of the poison, including its save, frequency, and cure, are included in the creature's description. The saving throw to resist a poison is usually a Fort save (DC 10 + 1/2 the poisoning creature's racial HD + the creature's Con modifier; the exact DC is given in the creature's descriptive text). Poisons can be removed through neutralize poison and similar effects.
Web
(+5 ranged, DC 12, hp 2)
Ex
from Universal Monster Rule
Creatures with the web ability can use webs to support themselves and up to one additional creature of the same size. In addition, such creatures can throw a web up to 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 category larger than the web spinner. An entangled target can escape with a successful Escape Artist check or burst the web with a Strength check. Both are standard actions with a DC equal to 10 + 1/2 the creature's Hit Dice + the creature's Constitution modifier. Attempts to burst a web by those caught in it take a –4 penalty. Web spinners can create sheets of sticky webbing up to three times their size. 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 DC 20 Perception check 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-square section of web has a number of hit points equal to the Hit Dice of the creature that created it and DR 5/—. A creature can move across its own web at its climb speed and can pinpoint the location of any creatures touching its web.
Skills
Climb +16, Perception +4 (+8 in webs), Stealth +7 (+11 in webs)
OGL 1.0a Notice.
Pathfinder-derived Open Game Content on this page is used under the
Open Game License v1.0a and Section 15 notice.