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Chew SpiderCreature 2


UniqueLargeAnimalSwarm
Source Pathfinder Kingmaker
Perception +6 (darkvision, web sense)
Languages none
Skills Acrobatics +8, Athletics +2, Stealth +8
Str -2, Dex +4, Con +0, Int -5, Wis +0, Cha -4

AC 18; Fort +6; Reflex +10; Will +4;
HP 22
Speed 20 feet (climb 20 feet)
Immunities precision, swarm mind
Weaknesses Area Damage 5, Splash Damage 5
Resistances Bludgeoning 2, Piercing 5, Slashing 5

Web Sense

The chew spiders have imprecise Tremorsense to detect the vibrations of creatures touching their web (which stretches through the entire fangberry thicket).

Swarm Mind

This monster doesn't have a single mind (typically because it's a swarm of smaller creatures), and is immune to mental effects that target only a specific number of creatures. It is still subject to mental effects that affect all creatures in an area.

Chew Spider Venom (poison)

Saving Throw DC 18 fortitude

Maximum Duration 6 rounds

Stage 1 1d6 poison damage and Clumsy 1 (1 round)

Stage 2 1d6 poison damage and Clumsy 2 (1 round).

Chewing Bites One Action

Each enemy in the chew spiders' space takes 1d6 bleed damage (DC 16 reflex). A creature that fails its save is exposed to chew spider venom.


Few everyday vermin inspire as much dread as the infamous spider.


Traits

Unique

A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.

Animal

An animal is a creature with a relatively low intelligence. It typically doesn't have an Intelligence attribute modifier over –4, can't speak languages, and can't be trained in Intelligence-based skills.

Swarm

A swarm is a mass or cloud of creatures that functions as one monster. Its size entry gives the size of the entire mass, though for most swarms the individual creatures that make up that mass are Tiny. A swarm can occupy the same space as other creatures and must do so in order to use its damaging action. A swarm typically has weakness to effects that deal damage over an area (like area spells and splash weapons). Swarms are immune to the grabbed, prone, and restrained conditions.