GIANT SPIDER CR 1

XP 400

Augment summoning fiendish giant spider

CN Medium vermin

Init +3; Senses darkvision 60 ft., tremorsense 60 ft., Perception +4

DEFENSE

AC 14, touch 13, flat-footed 11 (+3 Dex, +1 natural)

hp 22 (3d8+9)
Fort +6, Ref +4, Will +1
DR 3/good

Resist cold 5, fire 5; SR 6

OFFENSE
Speed 30 ft. climb 30 ft.
Melee bite +4 (1d6+3 plus poison)
Special Attacks Poison (Fort DC 16;1/round for 4 rounds;1d2 Str;1 save), Smite Good, Web (+5 ranged, DC 14, hp 3)
STATISTICS
Str 15, Dex 17, Con 16, Int —, Wis 10, Cha 2
Base Atk +2; CMB +4; CMD 17 (29 vs. trip)

Skills Acrobatics +3, Appraise +0, Bluff -4, Climb +18, Craft (Untrained) +0, Diplomacy -4, Disguise -4, Escape Artist +3, Fly +3, Heal +0, Intimidate -4, Perception +4, Perform (Untrained) -4, Ride +3, Sense Motive +0, Stealth +7, Stealth (In webs) +11, Survival +0, Swim +2

SPECIAL ABILITIES

Darkvision (Ex) Range 60; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Poison (Ex) Bite-injury; save Fort DC 16; frequency 1/round for 4 rounds; effect 1d2 Str damage; cure 1 save.

Resistance to Cold (Ex) You may ignore 5 points of Cold damage each time you take cold damage.

Resistance to Fire (Ex) You may ignore 5 points of Fire damage each time you take fire damage.

Smite Good (Su) 1/day as a swift action. Add +0 to attack rolls and +3 damage bonus against good foes; smite persists until target is dead or the fiendish creature rests.

Tremorsense (Ex) Range 60; A creature with tremorsense automatically senses the location of anything that is in contact with the ground and within range. Aquatic creatures with tremorsense can also sense the location of creatures moving through water. If no straight path exists through the ground from the creature to those that it's sensing, then the range defines the maximum distance of the shortest indirect path. It must itself be in contact with the ground, and the creatures must be moving. As long as the other creatures are taking physical actions, including casting spells with somatic components, they're considered moving; they don't have to move from place to place for a creature with tremorsense to detect them.

Web (Ex) You can use webs to support yourself and up to one additional creature of the same size. In addition, you 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 you. An entangled creature can escape with a successful Escape Artist check (DC 14) or burst the web with a Strength check (DC 14). Attempts to burst a web by those caught in it suffer 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 on 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. A creature can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.