Giant TarantulaCreature 6
Perception +14 (darkvision)
Languages none
Skills Acrobatics +9, Athletics +16, Stealth +11
Str +6, Dex +1, Con +5, Int -5, Wis +2, Cha -4
AC 21; Fort +15; Reflex +13; Will +10;
HP 135
Speed 30 feet (climb 30 feet)
Fangs
+17 (+12, +7) to hit 2d8+8 PiercingLeg
+17 (+12, +7) to hit (reach 10) 1d12+8 BludgeoningGiant Tarantula Venom (poison)
Saving Throw DC 23 fortitude
Maximum Duration 8 rounds
Stage 1 1d10 poison damage (1 round)
Stage 2 1d12 poison damage, Clumsy 1, and Off-Guard (1 round)
Stage 3 2d6 poison damage, Clumsy 2, and off-guard (1 round)
Stage 4 2d6 poison damage and Paralyzed (1 round)
Hair Barrage
The tarantula flicks its legs, flinging spiky hairs in a 15-foot cone. This deals 4d6 piercing damage with a DC 25 reflex save.
Knockdown
Requirements The monster's last action was a successful Strike that lists Knockdown in its damage entry
Effect The monster attempts to [/act trip] the creature. This attempt neither applies nor counts toward the monster's multiple attack penalty.
Tarantulas are ambush predators, but will attack prey in the open.
Few everyday vermin inspire as much dread as the infamous spider.
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.