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Medium Magical Beast

Alignment: Usually chaotic neutral


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.

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