Initiative: +4 (Dex); Senses: darkvision 60 ft., low-light vision, tremorsense 6 0 ft., Listen +3, and Spot +12 AC: 16 (+4 Dex, +2 natural), touch 14, flat-footed 12 Hit Dice: 2d10+4 (15 hp) Fort +5, Ref +7, Will +1 Speed: 30 ft., climb 30 ft. Space: 5 ft./5 ft. Base Attack +2; Grapple +3 Attack: Bite +6 melee Full Attack: Bite +6 melee Damage: Bite 1d6+1 plus poison Special Attacks/Actions: Poison; web Abilities: Str 13, Dex 19, Con 14, Int 2, W is 12, Cha 6 Special Qualities: Feats: Alertness; Weapon Finesse Skills: Climb +13, Hide +9, Jump +13, Listen +3, and Spot +12 Advancement: 3-4 HD (Medium); 5-6 HD (Large) Climate/Terrain: Warm forests Watchspiders spin webs to use as lairs but rove about hunting prey. They exhibit more of a pack mentality than true vermin and a degree of coordination unknown to their mindless relatives. Poison (Ex): Injury, Fortitude DC 13; initial and secondary damage 1d4 Str. The save DC is Constitution-based. Web (Ex): A watchspider often waits in its web or in a tree, then lowers itself silently on silk strands and leaps onto prey passing beneath. A single strand is strong enough to support a spider and one creature of the same size. A watchspider can move across its own web at, its climb speed and can pinpoint t he location of any creature touching its web. Skills: Watchspiders have a +4 racial bonus on Hide checks, a +8 racial bonus on Climb and Spot checks, and a +10 racial bonus on Jump checks. A watchspider can always choose to take 10 on Climb checks, even if rushed or threatened. Watchsp iders use either their Strength or Dexterity modifier for Climb checks, whicheve r is higher.