Library / Bestiary
Spider, Ogre
CR
5.00
Vermin
N
Huge
HD 7
This towering spider is the size of an elephant. Its legs have spiky joints and its face looks vaguely, but disturbingly, humanoid.
Description
Ogre spiders are brutal, terrifying hunters that spin tangled webs capable of encasing entire trees. So-named because the arrangement of its eyes and mandibles gives it a face unnervingly similar to that of an ogre as much as for their size, ogre spiders can fit into nooks and tunnels far more narrow than one might expect.
Combat Stats
HP
52 (7d8+21)
AC
18, touch 10, flat-footed 16 (+2 Dex, +8 natural, -2 size)
Init
+2
Speed
40 ft., climb 40 ft.
Fort
+8
Ref
+4
Will
+3
BAB
+5
CMB
+12
CMD
24 (36 vs. trip)
- Melee
- bite +8 (2d8+7 plus poison)
- Space
- 15 ft.
- Reach
- 15 ft.
- Racial Modifiers
- +16 Climb, +4 Perception, +4 Stealth
Ability Scores
str
21
+5
dex
15
+2
con
16
+3
int
-
wis
12
+1
cha
2
-4
Special Attacks
web (+5 ranged, DC 16, hp 7)
Special Qualities
Special Abilities
Universal Monster Rules
Compression
Ex
from Universal Monster Rule
The creature can move through an area as small as one-quarter its space without squeezing or one-eighth its space when squeezing.
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 16, hp 7)
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 +29, Perception +5, Stealth -2
Details
- Type
- Vermin
- Alignment
- N
- Size
- Huge
- Environment
- temperate or cold hills or underground
- Organization
- solitary or pair
- Treasure
- incidental
- Senses
- darkvision 60 ft., tremorsense 60 ft.; Perception +5
- Source
- Bestiary 3
Tags
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.