Arachnid Familiar
Shadow elf and other arachid wizards may take large spiders as familiars. The spiders are treated as normal familiars, changing to aberrations for the purposes of spells and effects. Having normal intelligence, spider familiars are vulnerable to mind-affecting effects like most creatures.
Vermin are mindless and have no skill ranks or feats. A spider familiar, as an aberration, gains skill ranks and feats; most spider familiars learn Weapon Finesse.
Spider familiars provide a +3 bonus on Climb checks to their master.
Large Spider CR 1/2
N Tiny Vermin
Init +3; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +9
AC 16, touch 15, flat-footed 13 (+3 Dex, +1 natural, +2 size)
hp 2 (1d8-2)
Fort +1, Ref +3, Will +1
Immune mind-affecting effects
Offense
Speed 20 ft., climb 20 ft.
Melee bite -4 (1d2-4 plus poison)
Special Attack web (+3 ranged, DC 12, hp 2)
Space 2-1/2 ft.; Reach 0 ft.
Statistics
Str 3, Dex 17, Con 6, Int —, Wis 15, Cha 2
Base Atk +0; CMB +1; CMD 8 (20 vs. trip)
Skills Acrobatics +3 (+11 for Hunting spiders), Climb +8, Perception +6 (+10 in webs), Stealth +7 (+11 in webs); Racial Modifiers +4 Perception (+8 in webs), +4 Stealth (+8 in webs), +16 Climb
Ecology
Environment any temperate and warm
Organization solitary
Treasure none
Special Abilities
Poison (Ex) Bite—injury; save Fort DC 11; frequency 1/round for 6 rounds; effect 1d2 Str damage; cure 1 save.
Large spiders are about two feet in diameter, though can draw themselves up into tight balls when threatened or hiding. They weigh 1-2 pounds, and are generally shy around larger creatures.
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 large spiders have a +2 racial bonus on poison save DCs.
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