Giant SolifugidCreature 1
Perception +7 (darkvision)
Languages none
Skills Acrobatics +8, Athletics +6, Stealth +6
Str +1, Dex +3, Con +3, Int -5, Wis +1, Cha -4
AC 16; Fort +6; Reflex +8; Will +4;
HP 20
Speed 35 feet (climb 25 feet)
Jaws
+8 (+3, -2) to hit (unarmed) 1d10+1 PiercingClaw
+8 (+4, +0) to hit (agile, reach 10, unarmed) 1d8+1 SlashingPounce

The giant solifugid Strides and makes a Strike at the end of that movement. If the giant solifugid began this action Hidden, it remains hidden until after this ability's Strike.
Rend
Claw
A Rend entry lists a Strike the monster has.
Requirements The monster hit the same enemy with two consecutive Strikes of the listed type in the same round.
Effect The monster automatically deals that Strike's damage again to the enemy.
The smallest of giant solifugids are still large enough to harry desert traders and their mounts.
These monstrous vermin have six legs and two large feeding appendages easily mistaken for an additional pair of legs. They are often called camel spiders, sun spiders, or wind scorpions, despite the fact that they are neither spiders nor scorpions.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
AnimalAn 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.