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These creatures operate on instinct, driven by simple needs such as food and reproduction. Except where noted, vermin attack only when hungry or threatened.
Vermin Traits: Vermin possess the following traits (unless otherwise noted in a creature’s entry).
—Mindless: No Intelligence score, and immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
—Darkvision out to 60 feet.
—Alignment: Always neutral. Vermin are not governed by a human sense of morality.
—Treasure: Vermin generally possess no treasure. For those that do, this treasure consists of possessions formerly owned by a creature that the monster has killed.
Hit Dice: | 2d8 (9 hp) | 2d8+2 (11 hp) | 4d8+4 (22 hp) |
---|---|---|---|
Giant Ant, Worker | Giant Ant, Soldier | Giant Ant, Queen | |
Medium Vermin | Medium Vermin | Large Vermin | |
Initiative: | +0 | +0 | –1 |
Speed: | 50 ft. (10 squares), climb 20 ft. | 50 ft. (10 squares), climb 20 ft. | 40 ft. (8 squares) |
Base Attack/Grapple: | +1/+1 | +1/+3 | +3/+10 |
Attack: | Bite +1 melee (1d6) | Bite +3 melee (2d4+3) | Bite +5 melee (2d6+4) |
Space/Reach: | 5 ft./5 ft. | 5 ft./5 ft. | 10 ft./5 ft. |
Saves: | Fort +3, Ref +0, Will +0 | Fort +4, Ref +0, Will +1 | Fort +5, Ref +0, Will +2 |
Abilities: | Str 10, Dex 10, Con 10, Int —, Wis 11, Cha 9 | Str 14, Dex 10, Con 13, Int —, Wis 13, Cha 11 | Str 16, Dex 9, Con 13, Int —, Wis 13, Cha 11 |
Skills: | Climb +8 | Climb +10 | — |
Feats: | TrackB | TrackB | TrackB |
Environment: | Temperate plains | Temperate plains | Temperate plains |
Organization: | Gang (2–6) or crew (6–11 plus 1 giant ant soldier) | Solitary or gang (2–4) | Hive (1 plus 10–100 workers and 5–20 soldiers) |
Challenge Rating: | 1 | 2 | 2 |
Treasure: | None | None | 1/10 coins; 50% goods; 50% items |
Advancement: | 3–4 HD (Medium); 5–6 HD (Large) | 3–4 HD (Medium); 5–6 HD (Large) | 5–6 HD (Large); 7–8 HD (Huge) |
Level Adjustment: | — | — | — |
Giant ants are among the hardiest and most adaptable vermin. Soldiers and workers are about 6 feet long, while queens can grow to a length of 9 feet.
Acid Sting (Ex): A giant soldier ant has a stinger and an acid-producing gland in its abdomen. If it successfully grabs an opponent, it can attempt to sting each round (+3 attack bonus). A hit with the sting attack deals 1d4+1 points of piercing damage and 1d4 points of acid damage.
Improved Grab (Ex): To use this ability, a giant ant must hit with its bite attack. A giant soldier ant that wins the ensuing grapple check establishes a hold and can sting.
Skills: *Giant ants have a +4 racial bonus on Survival checks when tracking by scent and a +8 racial bonus on Climb checks. A giant ant can always choose to take 10 on Climb checks, even if rushed or threatened.
Hit Dice: | 3d8 (13 hp) |
---|---|
Medium Vermin | |
Initiative: | +2 |
Speed: | 20 ft. (4 squares), fly 80 ft. (good) |
Base Attack/Grapple: | +2/+2 |
Attack: | Sting +2 melee (1d4 plus poison) |
Space/Reach: | 5 ft./5 ft. |
Saves: | Fort +3, Ref +3, Will +2 |
Abilities: | Str 11, Dex 14, Con 11, Int —, Wis 12, Cha 9 |
Skills: | Spot +5, Survival +1* |
Feats: | — |
Environment: | Temperate plains |
Organization: | Solitary, buzz (2–5), or hive (11–20) |
Challenge Rating: | 1 |
Treasure: | No coins; 1/4 goods (honey only); no items |
Advancement: | 4–6 HD (Medium); 7–9 HD (Large) |
Level Adjustment: | — |
Although many times larger, growing to a length of about 5 feet, giant bees behave generally the same as their smaller cousins. Giant bees are usually not aggressive except when defending themselves or their hive.
Poison (Ex): Injury, Fortitude DC 11, initial and secondary damage 1d4 Con. The save DC is Constitution-based. A giant bee that successfully stings another creature pulls away, leaving its stinger in the creature. The bee then dies.
Skills: Giant bees have a +4 racial bonus on Spot checks. *They also have a +4 racial bonus on Survival checks to orient themselves.
Hit Dice: | 2d8+4 (13 hp) |
---|---|
Medium Vermin | |
Initiative: | +0 |
Speed: | 30 ft. (6 squares) |
Base Attack/Grapple: | +1/+2 |
Attack: | Bite +2 melee (1d4+1) |
Space/Reach: | 5 ft./5 ft. |
Saves: | Fort +5, Ref +0, Will +0 |
Abilities: | Str 13, Dex 10, Con 14, Int —, Wis 10, Cha 9 |
Skills: | — |
Feats: | — |
Environment: | Warm forests |
Organization: | Cluster (2–5) or click (6–11) |
Challenge Rating: | 2 |
Advancement: | 3–4 HD (Medium); 5–6 HD (Large) |
Level Adjustment: | — |
These creatures feed primarily on carrion and offal, gathering heaps of the stuff in which to build nests and lay eggs. A giant bombardier beetle is about 6 feet long. Giant bombardier beetles normally attack only to defend themselves, their nests, or their eggs.
Acid Spray (Ex): When attacked or disturbed, the creature can release a 10-foot cone of acidic vapor once per round. Those within the cone must succeed on a DC 13 Fortitude save or take 1d4+2 points of acid damage. The save DC is Constitution-based.
Hit Dice: | 1d8 (4 hp) |
---|---|
Small Vermin | |
Initiative: | +0 |
Speed: | 30 ft. (6 squares) |
Base Attack/Grapple: | +0/–4 |
Attack: | Bite +1 melee (2d4) |
Space/Reach: | 5 ft./5 ft. |
Special Attacks: | — |
Saves: | Fort +2, Ref +0, Will +0 |
Abilities: | Str 10, Dex 11, Con 11, Int —, Wis 10, Cha 7 |
Skills: | — |
Feats: | — |
Environment: | Warm plains |
Organization: | Cluster (2–5) or colony (6–11) |
Challenge Rating: | 1/3 |
Advancement: | 2–3 HD (Small) |
Level Adjustment: | — |
These luminous nocturnal insects are prized by miners and adventurers. They have two glands, one above each eye, that produce a red glow. The glands’ luminosity persists for 1d6 days after removal from the beetle, illuminating a roughly circular area with a 10-foot radius. Giant fire beetles are about 2 feet long.
Hit Dice: | 7d8+21 (52 hp) |
---|---|
Large Vermin | |
Initiative: | +0 |
Speed: | 20 ft. (4 squares) |
Base Attack/Grapple: | +5/+15 |
Attack: | Bite +10 melee (4d6+9) |
Space/Reach: | 10 ft./5 ft. |
Saves: | Fort +8, Ref +2, Will +2 |
Abilities: | Str 23, Dex 10, Con 17, Int —, Wis 10, Cha 9 |
Skills: | — |
Feats: | — |
Environment: | Temperate forests |
Organization: | Cluster (2–5) or mass (6–11) |
Challenge Rating: | 4 |
Alignment: | Always neutral |
Advancement: | 8–10 HD (Large); 11–21 HD (Huge) |
Level Adjustment: | — |
These creatures are serious pests that greedily devour cultivated crops. A single beetle can strip an entire farm in short order. An adult giant stag beetle is about 10 feet long.
Trample (Ex): Reflex half DC 19. The save DC is Strength-based.
Hit Dice: | 4d8+8 (26 hp) |
---|---|
Large Vermin | |
Initiative: | –1 |
Speed: | 20 ft. (4 squares), fly 40 ft. (poor) |
Base Attack/Grapple: | +3/+11 |
Attack: | Claws +6 melee (1d8+4) |
Space/Reach: | 10 ft (4 squares)./5 ft. |
Saves: | Fort +6, Ref +0, Will +3 |
Abilities: | Str 19, Dex 8, Con 15, Int —, Wis 14, Cha 11 |
Skills: | Hide –1*, Spot +6 |
Feats: | — |
Environment: | Temperate forests |
Organization: | Solitary |
Challenge Rating: | 3 |
Advancement: | 5–8 HD (Large); 9–12 HD (Huge) |
Level Adjustment: | — |
This patient carnivore remains completely still as it waits for prey to come near.
Improved Grab (Ex): To use this ability, a giant praying mantis must hit with its claws attack. If it wins the ensuing grapple check, it establishes a hold and makes a bite attack as a primary attack (at its full +6 attack bonus).
Skills: A giant praying mantis has a +4 racial bonus on Hide and Spot checks. *Because of its camouflage, the Hide bonus increases to +12 when a mantis is surrounded by foliage.
Hit Dice: | 5d8+10 (32 hp) |
---|---|
Large Vermin | |
Initiative: | +1 |
Speed: | 20 ft. (4 squares), fly 60 ft. (good) |
Base Attack/Grapple: | +3/+11 |
Attack: | Sting +6 melee (1d3+6 plus poison) |
Space/Reach: | 10 ft./5 ft. |
Saves: | Fort +6, Ref +2, Will +2 |
Abilities: | Str 18, Dex 12, Con 14, Int —, Wis 13, Cha 11 |
Skills: | Spot +9, Survival +1* |
Feats: | — |
Environment: | Temperate forests |
Organization: | Solitary, swarm (2–5), or nest (11–20) |
Challenge Rating: | 3 |
Advancement: | 6–8 HD (Large); 9–15 HD (Huge) |
Level Adjustment: | — |
Giant wasps attack when hungry or threatened, stinging their prey to death. They take dead or incapacitated opponents back to their lairs as food for their unhatched young.
Poison (Ex): Injury, Fortitude DC 14, initial and secondary damage 1d6 Dex. The save DC is Constitution-based.
Skills: Giant wasps have a +8 racial bonus on Spot checks. *They also have a +4 racial bonus on Survival checks to orient themselves.
Hit Dice: | 1/4 d8 (1 hp) | 1/2 d8 (2 hp) | 1d8 (4 hp) |
---|---|---|---|
Monstrous Centipede, Tiny | Monstrous Centipede, Small | Monstrous Centipede, Medium | |
Tiny Vermin | Small Vermin | Medium Vermin | |
Initiative: | +2 | +2 | +2 |
Speed: | 20 ft. (4 squares), climb 20 ft. | 30 ft. (6 squares), climb 30 ft. | 40 ft. (8 squares), climb 40 ft. |
Base Attack/Grapple: | +0/–13 | +0/–7 | +0/–1 |
Attack: | Bite +4 melee (1d3–5 plus poison) | Bite +3 melee (1d4–3 plus poison) | Bite +2 melee (1d6–1 plus poison) |
Space/Reach: | 2-1/2 ft./0 ft. | 5 ft./5 ft. | 5 ft./5 ft. |
Saves: | Fort +2, Ref +2, Will +0 | Fort +2, Ref +2, Will +0 | Fort +2, Ref +2, Will +0 |
Abilities: | Str 1, Dex 15, Con 10, Int —, Wis 10, Cha 2 | Str 5, Dex 15, Con 10, Int —, Wis 10, Cha 2 | Str 9, Dex 15, Con 10, Int —, Wis 10, Cha 2 |
Skills: | Climb +10, Hide +18, Spot +4 | Climb +10, Hide +14, Spot +4 | Climb +10, Hide +10, Spot +4 |
Feats: | Weapon FinesseB | Weapon FinesseB | Weapon FinesseB |
Environment: | Underground | Underground | Underground |
Organization: | Colony (8–16) | Colony (2–5) or swarm (6–11) | Solitary or colony (2–5) |
Challenge Rating: | 1/8 | 1/4 | 1/2 |
Advancement: | — | — | — |
Level Adjustment: | — | — | — |
Hit Dice: | 3d8 (13 hp) | 6d8+6 (33 hp) |
---|---|---|
Monstrous Centipede, Large | Monstrous Centipede, Huge | |
Large Vermin | Huge Vermin | |
Initiative: | +2 | +2 |
Speed: | 40 ft. (8 squares), climb 40 ft. | 40 ft. (8 squares), climb 40 ft. |
Base Attack/Grapple: | +2/+7 | +4/+15 |
Attack: | Bite +3 melee (1d8+1 plus poison) | Bite +5 melee (2d6+4 plus poison) |
Space/Reach: | 10 ft./5 ft. | 15 ft./10 ft. |
Saves: | Fort +3, Ref +3, Will +1 | Fort +6, Ref +4, Will +2 |
Abilities: | Str 13, Dex 15, Con 10, Int —, Wis 10, Cha 2 | Str 17, Dex 15, Con 12, Int —, Wis 10, Cha 2 |
Skills: | Climb +10, Hide +6, Spot +4 | Climb +11, Hide +2, Spot +4 |
Feats: | Weapon FinesseB | — |
Environment: | Underground | Underground |
Organization: | Solitary or colony (2–5) | Solitary or colony (2–5) |
Challenge Rating: | 1 | 2 |
Advancement: | 4–5 HD (Large) | 7–11 HD (Huge) |
Level Adjustment: | — | — |
Hit Dice: | 12d8+12 (66 hp) | 24d8+24 (132 hp) |
---|---|---|
Monstrous Centipede, Gargantuan | Monstrous Centipede, Colossal | |
Gargantuan Vermin | Colossal Vermin | |
Initiative: | +2 | +1 |
Speed: | 40 ft. (8 squares), climb 40 ft. | 40 ft. (8 squares), climb 40 ft. |
Base Attack/Grapple: | +9/+27 | +18/+42 |
Attack: | Bite +11 melee (2d8+9 plus poison) | Bite +18 melee (4d6+12 plus poison) |
Space/Reach: | 20 ft./15 ft. | 30 ft./20 ft. |
Saves: | Fort +9, Ref +6, Will +4 | Fort +15, Ref +9, Will +8 |
Abilities: | Str 23, Dex 15, Con 12, Int —, Wis 10, Cha 2 | Str 27, Dex 13, Con 12, Int —, Wis 10, Cha 2 |
Skills: | Climb +14, Hide –2, Spot +4 | Climb +16, Hide –7, Spot +4 |
Feats: | — | — |
Environment: | Underground | Underground |
Organization: | Solitary | Solitary |
Challenge Rating: | 6 | 9 |
Advancement: | 17–23 HD (Gargantuan) | 25–48 HD (Colossal) |
Level Adjustment: | — | — |
Monstrous centipedes tend to attack anything that resembles food, biting with their jaws and injecting their poison.
Size | Fort DC | Damage | Size | Fort DC | Damage |
---|---|---|---|---|---|
Tiny | 10 | 1 Dex | Huge | 14 | 1d6 Dex |
Small | 10 | 1d2 Dex | Gargantuan | 17 | 1d8 Dex |
Medium | 10 | 1d3 Dex | Colossal | 23 | 2d6 Dex |
Large | 11 | 1d4 Dex |
Poison (Ex): A monstrous centipede has a poisonous bite. The details vary by the centipede’s size, as shown on the table above. The save DCs are Constitution-based. The indicated damage is both initial and secondary damage.
Skills: Monstrous centipedes have a +4 racial bonus on Spot checks, and a +8 racial bonus on Climb and Hide checks. They can use either their Strength or Dexterity modifier for Climb checks, whichever is higher. Monstrous scorpions can take 10 on Climb checks, even if threatened or distracted.
Hit Dice: | 1/2 d8+2 (4 hp) | 1d8+2 (6 hp) | 2d8+4 (13 hp) |
---|---|---|---|
Monstrous Scorpion, Tiny | Monstrous Scorpion, Small | Monstrous Scorpion, Medium | |
Tiny Vermin | Small Vermin | Medium Vermin | |
Initiative: | +0 | +0 | +0 |
Speed: | 20 ft. (4 squares) | 30 ft. (6 squares) | 40 ft. (8 squares) |
Base Attack/Grapple: | +0/–8 | +0/–4 | +1/+2 |
Attack: | Claw +2 melee (1d2–4) | Claw +1 melee (1d3–1) | Claw +2 melee (1d4+1) |
Space/Reach: | 2-1/2 ft./0 ft. | 5 ft./5 ft. | 5 ft./5 ft. |
Saves: | Fort +4, Ref +0, Will +0 | Fort +4, Ref +0, Will +0 | Fort +5, Ref +0, Will +0 |
Abilities: | Str 3, Dex 10, Con 14, Int —, Wis 10, Cha 2 | Str 9, Dex 10, Con 14, Int —, Wis 10, Cha 2 | Str 13, Dex 10, Con 14, Int —, Wis 10, Cha 2 |
Skills: | Climb +0, Hide +12, Spot +4 | Climb +3, Hide +8, Spot +4 | Climb +5, Hide +4, Spot +4 |
Feats: | Weapon FinesseB | Weapon FinesseB | — |
Environment: | Warm deserts | Warm deserts | Warm deserts |
Organization: | Colony (8–16) | Colony (2–5) or swarm (6–11) | Solitary or colony (2–5) |
Challenge Rating: | 1/4 | 1/2 | 1 |
Alignment: | Always neutral | Always neutral | Always neutral |
Advancement: | — | — | 3–4 HD (Medium) |
Level Adjustment: | — | — | — |
Hit Dice: | 5d8+10 (32 hp) | 10d8+30 (75 hp) |
---|---|---|
Monstrous Scorpion, Large | Monstrous Scorpion, Huge | |
Large Vermin | Huge Vermin | |
Initiative: | +0 | +0 |
Speed: | 50 ft. (10 squares) | 50 ft. (10 squares) |
Base Attack/Grapple: | +3/+11 | +7/+21 |
Attack: | Claw +6 melee (1d6+4) | Claw +11 melee (1d8+6) |
Space/Reach: | 10 ft./5 ft. | 15 ft./10 ft. |
Saves: | Fort +6, Ref +1, Will +1 | Fort +10, Ref +3, Will +3 |
Abilities: | Str 19, Dex 10, Con 14, Int —, Wis 10, Cha 2 | Str 23, Dex 10, Con 16, Int —, Wis 10, Cha 2 |
Skills: | Climb +8, Hide +0, Spot +4 | Climb +10, Hide –4, Spot +4 |
Feats: | — | — |
Environment: | Warm deserts | Warm deserts |
Organization: | Solitary or colony (2–5) | Solitary or colony (2–5) |
Challenge Rating: | 3 | 7 |
Treasure: | 1/10 coins; 50% goods; 50% items | 1/10 coins; 50% goods; 50% items |
Advancement: | 6–9 HD (Large) | 11–19 HD (Huge) |
Level Adjustment: | — | — |
Hit Dice: | 20d8+60 (150 hp) | 40d8+120 (300 hp) |
---|---|---|
Monstrous Scorpion, Gargantuan | Monstrous Scorpion, Colossal | |
Gargantuan Vermin | Colossal Vermin | |
Initiative: | +0 | –1 |
Speed: | 50 ft. (10 squares) | 50 ft. (10 squares) |
Base Attack/Grapple: | +15/+37 | +30/+58 |
Attack: | Claw +21 melee (2d6+10) | Claw +34 melee (2d8+12) |
Space/Reach: | 20 ft./15 ft. | 40 ft./30 ft. |
Saves: | Fort +15, Ref +6, Will +6 | Fort +25, Ref +12, Will +13 |
Abilities: | Str 31, Dex 10, Con 16, Int —, Wis 10, Cha 2 | Str 35, Dex 8, Con 16, Int —, Wis 10, Cha 2 |
Skills: | Climb +14, Hide –8, Spot +4 | Climb +16, Hide –12, Spot +4 |
Feats: | — | — |
Environment: | Warm deserts | Warm deserts |
Organization: | Solitary | Solitary |
Challenge Rating: | 10 | 12 |
Treasure: | 1/10 coins; 50% goods; 50% items | 1/10 coins; 50% goods; 50% items |
Advancement: | 21–39 HD (Gargantuan) | 41–60 HD (Colossal) |
Level Adjustment: | — | — |
Monstrous scorpions are likely to attack any creature that approaches, and they usually charge when attacking prey.
Constrict (Ex): A monstrous scorpion deals automatic claw damage on a successful grapple check.
Improved Grab (Ex): To use this ability, a monstrous scorpion must hit with a claw attack. A monstrous scorpion can use either its Strength modifier or Dexterity modifier for grapple checks, whichever is better.
Poison (Ex): A monstrous scorpion has a poisonous sting. The details vary by the scorpion’s size, as follows. The save DCs are Constitution- based. The indicated damage is initial and secondary damage.
Size | Fort DC | Damage | Size | Fort DC | Damage |
---|---|---|---|---|---|
Tiny | 12 | 1 Con | Huge | 18 | 1d6 Con |
Small | 12 | 1d2 Con | Gargantuan | 23 | 1d8 Con |
Medium | 13 | 1d3 Con | Colossal | 33 | 1d10 Con |
Large | 14 | 1d4 Con |
Skills: A monstrous scorpion has a +4 racial bonus on Climb, Hide, and Spot checks.
Hit Dice: | 1/2 d8 (2 hp) | 1d8 (4 hp) | 2d8+2 (11 hp) |
---|---|---|---|
Monstrous Spider, Tiny | Monstrous Spider, Small | Monstrous Spider, Medium | |
Tiny Vermin | Small Vermin | Medium Vermin | |
Initiative: | +3 | +3 | +3 |
Speed: | 20 ft. (4 squares), climb 10 ft. | 30 ft. (6 squares), climb 20 ft. | 30 ft. (6 squares), climb 20 ft. |
Base Attack/Grapple: | +0/–12 | +0/–6 | +1/+1 |
Attack: | Bite +5 melee (1d3–4 plus poison) | Bite +4 melee (1d4–2 plus poison) | Bite +4 melee (1d6 plus poison) |
Space/Reach: | 2-1/2 ft./0 ft. | 5 ft./5 ft. | 5 ft./5 ft. |
Saves: | Fort +2, Ref +3, Will +0 | Fort +2, Ref +3, Will +0 | Fort +4, Ref +3, Will +0 |
Abilities: | Str 3, Dex 17, Con 10, Int —, Wis 10, Cha 2 | Str 7, Dex 17, Con 10, Int —, Wis 10, Cha 2 | Str 11, Dex 17, Con 12, Int —, Wis 10, Cha 2 |
Skills: | Climb +11, Hide +15*, Jump –4*, Spot +4* | Climb +11, Hide +11*, Jump –2*, Spot +4* | Climb +11, Hide +7*, Jump +0*, Spot +4* |
Feats: | Weapon FinesseB | Weapon FinesseB | Weapon FinesseB |
Environment: | Temperate forests | Temperate forests | Temperate forests |
Organization: | Colony (8–16) | Colony (2–5) or swarm (6–11) | Solitary or colony (2–5) |
Challenge Rating: | 1/4 | 1/2 | 1 |
Treasure: | None | None | 1/10 coins; 50% goods; 50% items |
Advancement: | — | — | 3 HD (Medium) |
Level Adjustment: | — | — | — |
Hit Dice: | 4d8+4 (22 hp) | 8d8+16 (52 hp) |
---|---|---|
Monstrous Spider, Large | Monstrous Spider, Huge | |
Large Vermin | Huge Vermin | |
Initiative: | +3 | +3 |
Speed: | 30 ft. (6 squares), climb 20 ft. | 30 ft. (6 squares), climb 20 ft. |
Base Attack/Grapple: | +3/+9 | +6/+18 |
Attack: | Bite +4 melee (1d8+3 plus poison) | Bite +9 melee (2d6+6 plus poison) |
Space/Reach: | 10 ft./5 ft. | 15 ft./10 ft. |
Saves: | Fort +5, Ref +4, Will +1 | Fort +8, Ref +5, Will +2 |
Abilities: | Str 15, Dex 17, Con 12, Int —, Wis 10, Cha 2 | Str 19, Dex 17, Con 14, Int —, Wis 10, Cha 2 |
Skills: | Climb +11, Hide +3*, Jump +2*, Spot +4* | Climb +12, Hide –1*, Jump +4*, Spot +4* |
Feats: | — | — |
Environment: | Temperate forests | Temperate forests |
Organization: | Solitary or colony (2–5) | Solitary or colony (2–5) |
Challenge Rating: | 2 | 5 |
Treasure: | 1/10 coins; 50% goods; 50% items | 1/10 coins; 50% goods; 50% items |
Advancement: | 5–7 HD (Large) | 9–15 HD (Huge) |
Level Adjustment: | — | — |
Hit Dice: | 16d8+32 (104 hp) | 32d8+64 (208 hp) |
---|---|---|
Monstrous Spider, Gargantuan | Monstrous Spider, Colossal | |
Gargantuan Vermin | Colossal Vermin | |
Initiative: | +3 | +2 |
Speed: | 30 ft. (6 squares), climb 20 ft. | 30 ft. (6 squares), climb 20 ft. |
Base Attack/Grapple: | +12/+31 | +24/+50 |
Attack: | Bite +15 melee (2d8+10 plus poison) | Bite +26 melee (4d6+15 plus poison) |
Space/Reach: | 20 ft./15 ft. | 40 ft./30 ft. |
Saves: | Fort +12, Ref +8, Will +5 | Fort +20, Ref +12, Will +10 |
Abilities: | Str 25, Dex 17, Con 14, Int —, Wis 10, Cha 2 | Str 31,Dex 15, Con 14, Int —, Wis 10, Cha 2 |
Skills: | Climb +14, Hide –5*, Jump +7*, Spot +4* | Climb +16, Hide –10*, Jump +10*, Spot +7* |
Feats: | — | — |
Environment: | Temperate forests | Temperate forests |
Organization: | Solitary | Solitary |
Challenge Rating: | 8 | 11 |
Treasure: | 1/10 coins; 50% goods; 50% items | 1/10 coins; 50% goods; 50% items |
Advancement: | 17–31 HD (Gargantuan) | 33–60 HD (Colossal) |
Level Adjustment: | — | — |
All monstrous spiders are aggressive predators that use their poisonous bites to subdue or kill prey.
Monstrous spiders come in two general types: hunters and web-spinners. Hunters rove about, while web-spinners usually attempt to trap prey. Hunting spiders can spin webs to use as lairs, but cannot use their webs as weapons the way web-spinners can. A hunting spider has a base land speed 10 feet faster than the figures given in the statistics blocks.
Poison (Ex): A monstrous spider has a poisonous bite. The details vary by the spider’s size, as shown on the table below. The save DCs are Constitution-based. The indicated damage is initial
and secondary damage.
Size | Fort DC | Damage | Size | Fort DC | Damage |
---|---|---|---|---|---|
Tiny | 10 | 1d2 Str | Huge | 16 | 1d8 Str |
Small | 10 | 1d3 Str | Gargantuan | 20 | 2d6 Str |
Medium | 12 | 1d4 Str | Colossal | 28 | 2d8 Str |
Large | 13 | 1d6 Str |
Web (Ex): 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-spinners can throw 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 category larger than the spider. 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 table below. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus.
Web-spinners 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 on a DC 20 Spot 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 section has the hit points given on the table, and sheet webs have damage reduction 5/—.
A monstrous spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.
Size | Escape Artist DC | Break DC | Hit Points |
---|---|---|---|
Tiny | 10 | 14 | 2 |
Small | 10 | 14 | 4 |
Medium | 12 | 16 | 6 |
Large | 13 | 17 | 12 |
Huge | 16 | 20 | 14 |
Gargantuan | 20 | 24 | 16 |
Colossal | 28 | 32 | 18 |
Tremorsense (Ex): A monstrous spider can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with the spider’s webs.
Skills: Monstrous spiders have a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. A monstrous spider can always choose to take 10 on Climb checks, even if rushed or threatened. Monstrous spiders use either their Strength or Dexterity modifier for Climb checks, whichever is
higher. *Hunting spiders have a +10 racial bonus on Jump checks and a +8 racial bonus on Spot checks. Web-spinning spiders have a +8 racial bonus on Hide and Move Silently checks when using their webs.