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Jorogumo DiscipleCreature 16


RareMediumHumanoid
Source Pathfinder #205: Singer, Stalker, Skinsaw Man
Perception +27 (darkvision)
Languages Aklo, Common, Fey, Tongues
Skills Acrobatics +29, Athletics +30, Crafting +27, Deception +31, Diplomacy +31, Occultism +27, Performance +29, Religion +29, Stealth +29
Str +6, Dex +5, Con +5, Int +3, Wis +5, Cha +7

AC 39; Fort +25; Reflex +27; Will +29;
HP 315
Speed 30 feet (swim 30 feet)
Weaknesses Cold Iron 10
Resistances Poison 15

Jaws One Action +30 (+25, +20) to hit (unarmed) 3d12+14 Piercing
Claw One Action +30 (+26, +22) to hit (agile, unarmed) 3d8+14 Slashing

Constant Spells

A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.

Darting Legs Reaction

Requirements The jorogumo has their spider legs extended or has Changed Shape

Trigger The jorogumo is targeted with an attack


Effect The jorogumo raises a leg, gaining a +2 circumstance bonus to AC against the triggering attack.

Change Shape One Action (concentrate, occult, polymorph)

The jorogumo takes on the appearance of any Small or Medium spider. This doesn't change their Speed or Strikes.


The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.

Jorogumo Venom (incapacitation, poison)

Saving Throw DC 37 fortitude


Maximum Duration 4 hours

Stage 1 3d6 poison damage and Stupefied 1 (1 round)

Stage 2 3d6 poison damage and Stupefied 2 (1 round)

Stage 3 4d6 poison damage and Stupefied 2 (1 round)

Stage 4 Paralyzed for 1d4 hours

Skilled Poisoner

When the jorogumo disciple successfully Strikes an Off-Guard creature with their jaws, that creature takes a –2 circumstance penalty to its initial save against the poison.

Sneak Attack

The jorogumo's Strikes deal an additional 2d6 precision damage to Off-Guard creatures.

Spider Legs One Action (concentrate, occult, polymorph)

Requirements The jorogumo is in humanoid form


Effect Eight large spider legs sprout from the jorogumo's back, granting them a 40-foot climb Speed and allowing them to use the Darting Legs reaction.

Web Trap

A creature hit by the jorogumo's web attack is Immobilized and stuck to the nearest surface, preventing the creature from moving.

The DC to [/act escape dc=37] or [/act force-open dc=37] the web trap is 37.


Occult Innate Spells (DC 37, +29 to hit)

1st Level: Charm (At Will), Summon Animal (Spiders Only)
2nd Level: Speak with Animals (Spiders Only, Constant)
3rd Level: Mind Reading (At Will)
4th Level: Outcast's Curse, Suggestion (2x)
5th Level: Mind Probe, Truespeech (Constant)


Appearing as beautiful, well-dressed humans, jorogumo lurk in the high mountains and prey on travelers. These evil creatures can fully change into a giant spider or sprout spider legs from their backs, and they often keep giant spiders as pets. Jorogumo usually eat their prey, but some humanoids meet an even more gruesome fate as living incubators for jorogumo eggs. Though most jorogumos are solitary creatures, some have taken up worship of Norgorber and serve as valuable allies to thieves' guilds following that god's guise as the Gray Master.


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.