Vampire Spawn
SizeAndType: Medium-Size Undead
HitDice: 4d12 (26)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 30 ft.
ArmorClass: 15 (+2 Dex, +3 natural)
Attacks: Slam +5 melee
Damage: Slam 1d6+4 and energy drain
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialAttacks: Charm, energy drain, blood drain
SpecialQualities: Undead, +2 turn resistance, damage reduction 10/silver, cold and electricity resistance 10, gaseous form, spider climb, fast healing 2
Saves: Fort +1, Ref +5, Will +5
Abilities: Str 16, Dex 14, Con -, Int 13, Wis 13, Cha 14
Skills: Bluff +8, Climb +8, Craft (any one) or Profession (anyone) +10, Hide +10, Jump +8, Listen +11, Move Silently +11, Search +8, Sense Motive +11, Spot +11
Feats: Alertness, Improved Initiative, Lightning Reflexes,Skill Focus (any Craft or Profession)
ClimateAndTerrain: Any land and underground
Organization: Solitary or pack (2-5)
ChallengeRating: 4
Treasure: Standard
Alignment: Always chaotic evil
Description
General

Vampire spawn speak Common.

Combat

Vampire spawn use their inhuman strength when engaging mortals, hammering their foes with powerful blows and dashing them against rocks or walls. They also use their gaseous form and flight abilities to strike where opponents are most vulnerable.

Special Ability

Charm (Su): This is similar to the vampire's domination ability, but the save DC is 14, and the effect is similar to charm person as cast by a 5th-level sorcerer. A charmed subject allows the vampire spawn to drain his or her blood (see below).

Special Ability

Energy Drain (Su): Living creatures hit by a vampire spawn's slam attack receive one negative level. The Fortitude save to remove the negative level has a DC of 14.

Special Ability

Blood Drain (Ex): A vampire spawn can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, inflicting 1d4 points of permanent Constitution drain each round.

Special Ability

Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.

Special Ability

Gaseous Form (Su): As a standard action, a vampire spawn can assume gaseous form at will, as the spell cast by a 6th-level sorcerer, but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.

Special Ability

Spider Climb (Ex): A vampire spawn can climb sheer surfaces as though with a spider climb spell.

Special Ability

Fast Healing (Ex): A vampire spawn heals 2 points of damage each round so long as it has at least 1 hit point. If reduced to 0 hit points in combat, it automatically assumes gaseous form and attempts to escape. It must reach its coffin home within 2 hours or be utterly destroyed. Once at rest in its coffin, it regains 1 hit point after 1 hour, then resumes healing at the rate of 2 hit points per round.

Special Ability

Slaying (Ex): Vampire spawn are equally vulnerable to attacks which slay vampires. Exposing a vampire spawn to direct sunlight disorients it: It can take only partial actions and is destroyed utterly on the next round if it cannot escape. Similarly, immersing a vampire spawn in running water robs it of one-third of its hit points each round until it is destroyed at the end of the third round.

Skills: Vampire spawn receive a +4 racial bonus to Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks.

Vargouille
SizeAndType: Small Outsider (Evil)
HitDice: 1d8+1 (5)
Initiative: +1 (Dex)
Speed: Fly 30 ft. (good)
ArmorClass: 12 (+1 size, +1 Dex)
Attacks: Bite +3 melee
Damage: Bite 1d4 and poison
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialAttacks: Shriek, poison, kiss
Saves: Fort +3, Ref +3, Will +3
Abilities: Str 10, Dex 13, Con 12, Int 5, Wis 12, Cha 8
Skills: Listen +4, Spot +3
Feats: Weapon Finesse (bite)
ClimateAndTerrain: Any land and underground
Organization: Cluster (2-5) or swarm (6-11)
ChallengeRating: 2
Treasure: None
Alignment: Always neutral evil
Advancement: 2-3 HD (Small)
Description
General
Special Ability

Shriek (Su): Instead of biting, a vargouille can open its distended mouth and let out a terrible shriek. Those within 60 feet (except other vargouilles) who both hear the shriek and can clearly see the creature must succeed at a Fortitude save (DC 12) or be paralyzed with fear until the monster attacks them, goes out of range, or leaves their sight. A paralyzed creature is susceptible to the vargouille's kiss. If the save is successful, that opponent cannot be affected again by that vargouille's shriek for one day.

Special Ability

Poison (Ex): Bite, Fortitude save (DC 12) or be unable to heal the bite damage naturally or magically. A neutralize poison or heal spell removes the effect, while delay poison allows magical healing.

Special Ability

Kiss (Su): A vargouille can kiss a paralyzed target with a successful melee touch attack, beginning a terrible transformation. The affected opponent must succeed at a Fortitude save (DC 19) or begin to transform, losing all his or her hair 1d6 hours later. After another 1d6 hours, the ears grow into leathery wings, tentacles sprout on the chin and scalp, and the teeth become long, pointed fangs. During the next 1d6 hours, the victim suffers 1d6 points of permanent Intelligence and Charisma drain. The transformation is complete 1d6 hours later, when the head breaks free of the body (which promptly dies) and becomes a vargouille. This transformation is interrupted by sunlight, and even a daylight spell can delay death, but to reverse the transformation requires remove disease.

Vermin:Giant Ant, Worker
SizeAndType: Medium-Size Vermin
HitDice: 2d8 (9)
Initiative: +0
Speed: 50 ft., climb 20 ft.
ArmorClass: 17 (+7 natural)
Attacks: Bite +1 melee
Damage: Bite 1d6
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialAttacks: Improved grab
SpecialQualities: Vermin
Saves: Fort +3, Ref +0, Will +0
Abilities: Str 10, Dex 10, Con 10, Int -, Wis 11, Cha 9
Skills: Climb +8, Listen +5, Spot +5
ClimateAndTerrain: Temperate and warm desert, forest, hill, plains, and underground
Organization: Gang (2-6) or crew (6-11 plus 1 giant ant soldier)
ChallengeRating: 1
Treasure: None
Alignment: Always neutral
Advancement: 3-4 HD (Medium-size); 5-6 HD (Large)
Description
General
Special Ability

Improved Grab (Ex): To use this ability, the giant ant must hit with its bite attack. A giant ant soldier that gets a hold can sting.

Special Ability

Acid Sting (Ex): The giant ant soldier has a stinger and an acid-producing gland and in its abdomen. If it successfully grabs an opponent, it can attempt to sting each round using its full attack bonus. A hit with the sting attack deals 1d4+1 points of piercing damage and 1d4 points of acid damage.

Special Ability

Vermin: Immune to mind-influencing effects.

Vermin:Giant Ant, Soldier
SizeAndType: Medium-Size Vermin
HitDice: 2d8+2 (11)
Initiative: +0
Speed: 50 ft., climb 20 ft.
ArmorClass: 17 (+7 natural)
Attacks: Bite +3 melee
Damage: Bite 2d4+3
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialAttacks: Improved grab, acid sting
SpecialQualities: Vermin
Saves: Fort +4, Ref +0, Will +1
Abilities: Str 14, Dex 10, Con 13, Int -, Wis 13, Cha 11
Skills: Climb +10, Listen +6, Spot +6
ClimateAndTerrain: Temperate and warm desert, forest, hill, plains, and underground
Organization: Solitary or gang (2-4)
ChallengeRating: 2
Treasure: None
Alignment: Always neutral
Advancement: 3-4 HD (Medium-size); 5-6 HD (Large)
Description
General
Special Ability

Improved Grab (Ex): To use this ability, the giant ant must hit with its bite attack. A giant ant soldier that gets a hold can sting.

Special Ability

Acid Sting (Ex): The giant ant soldier has a stinger and an acid-producing gland and in its abdomen. If it successfully grabs an opponent, it can attempt to sting each round using its full attack bonus. A hit with the sting attack deals 1d4+1 points of piercing damage and 1d4 points of acid damage.

Special Ability

Vermin: Immune to mind-influencing effects.

Vermin:Giant Ant, Queen
SizeAndType: Large Vermin
HitDice: 4d8+4 (22)
Initiative: -1 (Dex)
Speed: 40 ft.
ArmorClass: 17 (-1 size, -1 Dex, +9 natural)
Attacks: Bite +5 melee
Damage: Bite 2d6+4
FaceAndReach: 5 ft. by 10 ft./5 ft.
SpecialAttacks: Improved grab
SpecialQualities: Vermin
Saves: Fort +5, Ref +0, Will +2
Abilities: Str 16, Dex 9, Con 13, Int -, Wis 13, Cha 11
Skills: Listen +7, Spot +7
ClimateAndTerrain: Temperate and warm desert, forest, hill, plains, and underground
Organization: Hive (1 plus 10-100 workers and 5-20 soldiers)
ChallengeRating: 2
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Always neutral
Advancement: 5-6 HD (Large); 7-8 HD (Huge)
Description
General
Special Ability

Improved Grab (Ex): To use this ability, the giant ant must hit with its bite attack. A giant ant soldier that gets a hold can sting.

Special Ability

Acid Sting (Ex): The giant ant soldier has a stinger and an acid-producing gland and in its abdomen. If it successfully grabs an opponent, it can attempt to sting each round using its full attack bonus. A hit with the sting attack deals 1d4+1 points of piercing damage and 1d4 points of acid damage.

Special Ability

Vermin: Immune to mind-influencing effects.

Vermin:Giant Bee
SizeAndType: Medium-Size Vermin
HitDice: 3d8 (13)
Initiative: +2 (Dex)
Speed: 20 ft., fly 80 ft. (good)
ArmorClass: 14 (+2 Dex, +2 natural)
Attacks: Sting +2 melee
Damage: Sting 1d4 and poison
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialAttacks: Poison
SpecialQualities: Vermin
Saves: Fort +3, Ref +3, Will +2
Abilities: Str 11, Dex 14, Con 11, Int -, Wis 12, Cha 9
Skills: Intuit Direction +6, Spot +6
ClimateAndTerrain: Temperate and warm land and underground
Organization: Solitary, swarm (2-5), or hive (11-20)
ChallengeRating: 1/2
Treasure: No coins; 1/4 goods (honey only); no items
Alignment: Always neutral
Advancement: 4-6 HD (Medium-size); 7-9 HD (Large)
Description
General
Special Ability

Poison (Ex): Sting, Fortitude save (DC 13); initial and secondary damage 1d6 temporary Constitution. A bee that successfully stings another creature pulls away, leaving its stinger in the creature. The bee then dies.

Special Ability

Vermin: Immune to mind-influencing effects.

Vermin:Giant Beetle, Bombardier
SizeAndType: Medium-Size Vermin
HitDice: 2d8+4 (13)
Initiative: +0
Speed: 30 ft.
ArmorClass: 16 (+6 natural)
Attacks: Bite +2 melee
Damage: Bite 1d4+1
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialAttacks: Acid spray
SpecialQualities: Vermin
Saves: Fort +5, Ref +0, Will +0
Abilities: Str 13, Dex 10, Con 14, Int -, Wis 10, Cha 9
Skills: Listen +5, Spot +5
ClimateAndTerrain: Temperate and warm land and underground
Organization: Cluster (2-5) or swarm (6-11)
ChallengeRating: 2
Treasure: None
Alignment: Always neutral
Advancement: 3-4 HD (Medium-size); 5-6 HD (Large)
Description
General
Special Ability

Acid Spray (Ex): When attacked or disturbed, a giant bombardier beetle can release a 10-foot cone of acidic vapor once per round. Those within the cone must succeed at a Fortitude save (DC 13) or take 1d4+2 points of damage.

Special Ability

Vermin: Immune to mind-influencing effects.

Vermin:Giant Beetle, Fire
SizeAndType: Small Vermin
HitDice: 1d8 (4)
Initiative: +0
Speed: 30 ft.
ArmorClass: 16 (+1 size, +5 natural)
Attacks: Bite +1 melee
Damage: Bite 2d4
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialQualities: Vermin
Saves: Fort +2, Ref +0, Will +0
Abilities: Str 10, Dex 11, Con 11, Int -, Wis 10, Cha 7
Skills: Climb +4, Listen +3, Spot +3
ClimateAndTerrain: Temperate and warm land and underground
Organization: Cluster (2-5) or swarm (6-11)
ChallengeRating: 1/3
Treasure: None
Alignment: Always neutral
Advancement: 2-3 HD (Small)
Description
General

They have two glands, one above each eye, that produce a red glow. The glands' luminosity persists for 1d6 days after removal from the beetle, illuminating a roughly circular area with a 10-foot radius

Special Ability

Vermin: Immune to mind-influencing effects.

Vermin:Giant Beetle, Stag
SizeAndType: Large Vermin
HitDice: 7d8+21 (52)
Initiative: +0
Speed: 20 ft.
ArmorClass: 19 (-1 size, +10 natural)
Attacks: Bite +10 melee
Damage: Bite 4d6+9
FaceAndReach: 5 ft. by 10 ft./5 ft.
SpecialAttacks: Trample 2d8+3
SpecialQualities: Vermin
Saves: Fort +8, Ref +2, Will +2
Abilities: Str 23, Dex 10, Con 17, Int -, Wis 10, Cha 9
Skills: Listen +8, Spot +7 Hide +1*,
ClimateAndTerrain: Temperate and warm forest and underground
Organization: Cluster (2-5) or swarm (6-11)
ChallengeRating: 4
Treasure: None
Alignment: Always neutral
Advancement: 8-10 HD (Large); 11-21 HD (Huge)
Description
General
Special Ability

Trample (Ex): A giant stag beetle can trample Medium-size or smaller creatures for 2d8+3 points of damage. Opponents who do not make attacks of opportunity against the giant stag beetle can attempt a Reflex save (DC 19) to halve the damage.

Special Ability

Vermin: Immune to mind-influencing effects.

Vermin:Giant Praying Mantis
SizeAndType: Large Vermin
HitDice: 4d8+8 (26)
Initiative: -1 (Dex)
Speed: 20 ft., fly 40 ft. (poor)
ArmorClass: 14 (-1 size, -1 Dex, +6 natural)
Attacks: Claws +6 melee, bite +1 melee
Damage: Claws 1d8+4, bite 1d6+2
FaceAndReach: 5 ft. by 10 ft./5 ft.
SpecialAttacks: Improved grab, squeeze
SpecialQualities: Vermin
Saves: Fort +6, Ref +0, Will +3
Abilities: Str 19, Dex 8, Con 15, Int -, Wis 14, Cha 11
Skills: Listen +5, Spot +8
ClimateAndTerrain: Any land and underground
Organization: Solitary
ChallengeRating: 2
Treasure: None
Alignment: Always neutral
Advancement: 5-8 HD (Large); 9-12 HD (Huge)
Description
General
Special Ability

Improved Grab (Ex): To use this ability, the giant praying mantis must hit an opponent of Medium-size or smaller with its claws attack. If it gets a hold, it squeezes.

Special Ability

Squeeze (Ex): A giant praying mantis that gets a hold on a Medium-size or smaller opponent automatically deals 1d8+4 points of claw damage and bites at its full attack value of +6 each round the hold is maintained.

Special Ability

Vermin: Immune to mind-influencing effects.

Skills: *Because of its camouflage, a mantis surrounded by foliage receives an additional +8 racial bonus to Hide checks.

Vermin:Giant Wasp
SizeAndType: Large Vermin
HitDice: 5d8+10 (32)
Initiative: +1 (Dex)
Speed: 20 ft., fly 60 ft. (good)
ArmorClass: 14 (-1 size, +1 Dex, +4 natural)
Attacks: Sting +6 melee
Damage: Sting 1d3+6 and poison
FaceAndReach: 5 ft. by 10 ft./5 ft.
SpecialAttacks: Poison
SpecialQualities: Vermin
Saves: Fort +6, Ref +2, Will +2
Abilities: Str 18, Dex 12, Con 14, Int -, Wis 13, Cha 11
Skills: Intuit Direction +7, Spot +9
ClimateAndTerrain: Temperate and warm land and underground
Organization: Solitary, swarm (2-5), or nest (11-20)
ChallengeRating: 3
Treasure: None
Alignment: Always neutral
Advancement: 6-8 HD (Large); 9-15 HD (Huge)
Description
General
Special Ability

Poison (Ex): Sting, Fortitude save (DC 18); initial and secondary damage 1d6 temporary Dexterity.

Special Ability

Vermin: Immune to mind-influencing effects.

Vermin:Monstrous Centipede, Tiny
SizeAndType: Tiny Vermin
HitDice: 1/4 d8 (1)
Initiative: +2 (Dex)
Speed: 20 ft.
ArmorClass: 14 (+2 size, +2 Dex)
Attacks: Bite +4 melee
Damage: Bite 1d3-5 and poison
FaceAndReach: 2 1/2 ft. by 2 1/2 ft./0 ft.
SpecialAttacks: Poison
SpecialQualities: Vermin
Saves: Fort +2, Ref +2, Will +0
Abilities: Str 1, Dex 15, Con 10, Int -, Wis 10, Cha 2
Skills: Climb +3, Hide +17, Spot +7
Feats: Weapon Finesse (bite)
ClimateAndTerrain: Temperate and warm land and underground
Organization: Colony (8-16)
ChallengeRating: 1/8
Treasure: None
Alignment: Always neutral
Description
General

Length 2 feet, Width 3 inches (including legs), Body Width 1 inch, Height 1 1/2 inches.

Special Ability

Poison (Ex): Bite, Fortitude save (DC 11); initial and secondary damage 1 temporary Dexterity.

Special Ability

Vermin: Immune to mind-influencing effects.

Skills: Monstrous centipedes receive a +4 racial bonus to Climb, Hide, and Spot checks.

Vermin:Monstrous Centipede, Small
SizeAndType: Small Vermin
HitDice: 1/2 d8 (2)
Initiative: +2 (Dex)
Speed: 30 ft.
ArmorClass: 14 (+1 size, +2 Dex, +1 natural)
Attacks: Bite +3 melee
Damage: Bite 1d4-3 and poison
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialAttacks: Poison
SpecialQualities: Vermin
Saves: Fort +2, Ref +2, Will +0
Abilities: Str 5, Dex 15, Con 10, Int -, Wis 10, Cha 2
Skills: Climb +5, Hide +13, Spot +7
Feats: Weapon Finesse (bite)
ClimateAndTerrain: Temperate and warm land and underground
Organization: Colony (2-5) or swarm (6-11)
ChallengeRating: 1/4
Treasure: None
Alignment: Always neutral
Description
General

Length 4 feet, Width 6 inches (including legs), Body Width 2 inches, Height 3 inches.

Special Ability

Poison (Ex): Bite, Fortitude save (DC 11); initial and secondary damage 1d2 temporary Dexterity.

Special Ability

Vermin: Immune to mind-influencing effects.

Skills: Monstrous centipedes receive a +4 racial bonus to Climb, Hide, and Spot checks.

Vermin:Monstrous Centipede, Medium-Size
SizeAndType: Medium-Size Vermin
HitDice: 1d8 (4)
Initiative: +2 (Dex)
Speed: 40 ft.
ArmorClass: 14 (+2 Dex, +2 natural)
Attacks: Bite +2 melee
Damage: Bite 1d6-1 and poison
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialAttacks: Poison
SpecialQualities: Vermin
Saves: Fort +2, Ref +2, Will +0
Abilities: Str 9, Dex 15, Con 10, Int -, Wis 10, Cha 2
Skills: Climb +8, Hide +8, Spot +8
Feats: Weapon Finesse (bite)
ClimateAndTerrain: Temperate and warm land and underground
Organization: Solitary or colony (2-5)
ChallengeRating: 1/2
Treasure: None
Alignment: Always neutral
Description
General

Length 8 feet, Width 1 foot (including legs), Body Width 4 inches, Height 6 inches.

Special Ability

Poison (Ex): Bite, Fortitude save (DC 13); initial and secondary damage 1d3 temporary Dexterity.

Special Ability

Vermin: Immune to mind-influencing effects.

Skills: Monstrous centipedes receive a +4 racial bonus to Climb, Hide, and Spot checks.

Vermin:Monstrous Centipede, Large
SizeAndType: Large Vermin
HitDice: 2d8 (9)
Initiative: +2 (Dex)
Speed: 40 ft.
ArmorClass: 14 (-1 size, +2 Dex, +3 natural)
Attacks: Bite +2 melee
Damage: Bite 1d8+1 and poison
FaceAndReach: 5 ft. by 15 ft./5 ft.
SpecialAttacks: Poison
SpecialQualities: Vermin
Saves: Fort +3, Ref +2, Will +0
Abilities: Str 13, Dex 15, Con 10, Int -, Wis 10, Cha 2
Skills: Climb +10, Hide +3, Spot +8
Feats: Weapon Finesse (bite)
ClimateAndTerrain: Temperate and warm land and underground
Organization: Solitary or colony (2-5)
ChallengeRating: 1
Treasure: None
Alignment: Always neutral
Advancement: 3 HD (Large)
Description
General

Length 15 feet, Width 2 feet (including legs), Body Width 8 inches, Height 1 foot.

Special Ability

Poison (Ex): Bite, Fortitude save (DC 16); initial and secondary damage 1d4 temporary Dexterity.

Special Ability

Vermin: Immune to mind-influencing effects.

Skills: Monstrous centipedes receive a +4 racial bonus to Climb, Hide, and Spot checks.

Vermin:Monstrous Centipede, Huge
SizeAndType: Huge Vermin
HitDice: 4d8 (18)
Initiative: +2 (Dex)
Speed: 40 ft.
ArmorClass: 16 (-2 size, +2 Dex, +6 natural)
Attacks: Bite +4 melee
Damage: Bite 2d6+4 and poison
FaceAndReach: 10 ft. by 30 ft./10 ft.
SpecialAttacks: Poison
SpecialQualities: Vermin
Saves: Fort +4, Ref +3, Will +1
Abilities: Str 17, Dex 15, Con 10, Int -, Wis 10, Cha 2
Skills: Climb +11, Hide +1, Spot +7
ClimateAndTerrain: Temperate and warm land and underground
Organization: Solitary or colony (2-5)
ChallengeRating: 2
Treasure: None
Alignment: Always neutral
Advancement: 5-15 HD (Huge)
Description
General

Length 30 feet, Width 4 feet (including legs), Body Width 1 1/2 feet, Height 2 feet.

Special Ability

Poison (Ex): Bite, Fortitude save (DC 18); initial and secondary damage 1d6 temporary Dexterity.

Special Ability

Vermin: Immune to mind-influencing effects.

Skills: Monstrous centipedes receive a +4 racial bonus to Climb, Hide, and Spot checks.

Vermin:Monstrous Centipede, Gargantuan
SizeAndType: Gargantuan Vermin
HitDice: 16d8 (72)
Initiative: +2 (Dex)
Speed: 40 ft.
ArmorClass: 18 (-4 size, +2 Dex, +10 natural)
Attacks: Bite +13 melee
Damage: Bite 2d8+7 and poison
FaceAndReach: 15 ft. by 60 ft./10 ft.
SpecialAttacks: Poison
SpecialQualities: Vermin
Saves: Fort +10, Ref +7, Will +5
Abilities: Str 21, Dex 15, Con 10, Int -, Wis 10, Cha 2
Skills: Climb +13, Hide -3, Spot +7
ClimateAndTerrain: Temperate and warm land and underground
Organization: Solitary
ChallengeRating: 6
Treasure: None
Alignment: Always neutral
Advancement: 17-31 HD (Gargantuan)
Description
General

Length 60 feet, Width 8 feet (including legs), Body Width 3 feet, Height 4 feet.

Special Ability

Poison (Ex): Bite, Fortitude save (DC 26); initial and secondary damage 1d8 temporary Dexterity.

Special Ability

Vermin: Immune to mind-influencing effects.

Skills: Monstrous centipedes receive a +4 racial bonus to Climb, Hide, and Spot checks.

Vermin:Monstrous Centipede, Colossal
SizeAndType: Colossal Vermin
HitDice: 32d8 (144)
Initiative: +2 (Dex)
Speed: 40 ft.
ArmorClass: 20 (-8 size, +2 Dex, +16 natural)
Attacks: Bite +23 melee
Damage: Bite 4d6+10 and poison
FaceAndReach: 30 ft. by 120 ft./15 ft.
SpecialAttacks: Poison
SpecialQualities: Vermin
Saves: Fort +18, Ref +12, Will +10
Abilities: Str 25, Dex 15, Con 10, Int -, Wis 10, Cha 2
Skills: Climb +15, Hide -7, Spot +7
ClimateAndTerrain: Temperate and warm land and underground
Organization: Solitary
ChallengeRating: 8
Treasure: None
Alignment: Always neutral
Advancement: 33-64 HD (Colossal)
Description
General

Length 120 feet, Width 16 feet (including legs), Body Width 5 feet, Height 8 feet.

Special Ability

Poison (Ex): Bite, Fortitude save (DC 36); initial and secondary damage 2d6 temporary Dexterity.

Special Ability

Vermin: Immune to mind-influencing effects.

Skills: Monstrous centipedes receive a +4 racial bonus to Climb, Hide, and Spot checks.

Vermin:Monstrous Scorpion, Tiny
SizeAndType: Tiny Vermin
HitDice: 1/2 d8+2 (4)
Initiative: +0
Speed: 20 ft.
ArmorClass: 14 (+2 size, +2 natural)
Attacks: 2 claws +2 melee, sting -3 melee
Damage: Claw 1d2-4, sting 1d2-4 and poison
FaceAndReach: 2 1/2 ft. by 2 1/2 ft./0 ft.
SpecialAttacks: Improved grab, poison
SpecialQualities: Vermin
Saves: Fort +4, Ref +0, Will +0
Abilities: Str 3, Dex 10, Con 14, Int -, Wis 10, Cha 2
Skills: Climb +4, Hide +15, Spot +7
Feats: Weapon Finesse (claw, sting)
ClimateAndTerrain: Temperate and warm land and underground
Organization: Colony (8-16)
ChallengeRating: 1/4
Treasure: None
Alignment: Always neutral
Description
General

Length 2 feet, Width 1 foot (including legs), Body Width 4 inches, Body Height 1 1/2 inches (not including stinger).

Special Ability

Poison (Ex): Sting, Fortitude save (DC 11); initial and secondary damage 1d2 temporary Strength.

Special Ability

Improved Grab (Ex): To use this ability, the monstrous scorpion must hit with its claw attack. If it gets a hold, it hangs on and stings.

Special Ability

Squeeze (Ex): A monstrous scorpion that gets a hold on an opponent of its size or smaller automatically deals damage with both claws, biting and stinging at its full attack value.

Special Ability

Vermin: Immune to mind-influencing effects.

Skills: A monstrous scorpion receives a +4 racial bonus to Climb, Hide, and Spot checks.

Vermin:Monstrous Scorpion, Small
SizeAndType: Small Vermin
HitDice: 1d8+2 (6)
Initiative: +0
Speed: 30 ft.
ArmorClass: 14 (+1 size, +3 natural)
Attacks: 2 claws +1 melee, sting -4 melee
Damage: Claw 1d3-1, sting 1d3-1 and poison
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialAttacks: Improved grab, squeeze, poison
SpecialQualities: Vermin
Saves: Fort +4, Ref +0, Will +0
Abilities: Str 9, Dex 10, Con 14, Int -, Wis 10, Cha 2
Skills: Climb +6, Hide +12, Spot +7
Feats: Weapon Finesse (claw, sting)
ClimateAndTerrain: Temperate and warm land and underground
Organization: Colony (2-5) or swarm (6-11)
ChallengeRating: 1/2
Treasure: None
Alignment: Always neutral
Description
General

Length 4 feet, Width 2 feet (including legs), Body Width 8 inches, Body Height 3 inches (not including stinger).

Special Ability

Poison (Ex): Sting, Fortitude save (DC 11); initial and secondary damage 1d3 temporary Strength.

Special Ability

Improved Grab (Ex): To use this ability, the monstrous scorpion must hit with its claw attack. If it gets a hold, it hangs on and stings.

Special Ability

Squeeze (Ex): A monstrous scorpion that gets a hold on an opponent of its size or smaller automatically deals damage with both claws, biting and stinging at its full attack value.

Special Ability

Vermin: Immune to mind-influencing effects.

Skills: A monstrous scorpion receives a +4 racial bonus to Climb, Hide, and Spot checks.

Vermin:Monstrous Scorpion, Medium-Size
SizeAndType: Medium-Size Vermin
HitDice: 2d8+4 (13)
Initiative: +0
Speed: 40 ft.
ArmorClass: 14 (+4 natural)
Attacks: 2 claws +2 melee, sting -3 melee
Damage: Claw 1d4+1, sting 1d4 and poison
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialAttacks: Improved grab, squeeze, poison
SpecialQualities: Vermin
Saves: Fort +5, Ref +0, Will +0
Abilities: Str 13, Dex 10, Con 14, Int -, Wis 10, Cha 2
Skills: Climb +8, Hide +8, Spot +7
ClimateAndTerrain: Temperate and warm land and underground
Organization: Solitary or colony (2-5)
ChallengeRating: 1
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Always neutral
Description
General

Length 6 feet, Width 3 feet (including legs), Body Width 1 foot, Body Height 6 inches (not including stinger).

Special Ability

Poison (Ex): Sting, Fortitude save (DC 15); initial and secondary damage 1d4 temporary Strength.

Special Ability

Improved Grab (Ex): To use this ability, the monstrous scorpion must hit with its claw attack. If it gets a hold, it hangs on and stings.

Special Ability

Squeeze (Ex): A monstrous scorpion that gets a hold on an opponent of its size or smaller automatically deals damage with both claws, biting and stinging at its full attack value.

Special Ability

Vermin: Immune to mind-influencing effects.

Skills: A monstrous scorpion receives a +4 racial bonus to Climb, Hide, and Spot checks.

Vermin:Monstrous Scorpion, Large
SizeAndType: Large Vermin
HitDice: 4d8+8 (26)
Initiative: +0
Speed: 50 ft.
ArmorClass: 14 (-1 size, +5 natural)
Attacks: 2 claws +5 melee, sting +0 melee
Damage: Claw 1d6+3, sting 1d6+1 and poison
FaceAndReach: 5 ft. by 10 ft./5 ft.
SpecialAttacks: Improved grab, squeeze, poison
SpecialQualities: Vermin
Saves: Fort +6, Ref +1, Will +1
Abilities: Str 17, Dex 10, Con 14, Int -, Wis 10, Cha 2
Skills: Climb +11, Hide +3, Spot +7
ClimateAndTerrain: Temperate and warm land and underground
Organization: Solitary or colony (2-5)
ChallengeRating: 2
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Always neutral
Advancement: 5-15 HD (Large)
Description
General

Length 10 feet, Width 5 feet (including legs), Body Width 1 1/2 feet, Body Height 1 1/2 feet (not including stinger).

Special Ability

Poison (Ex): Sting, Fortitude save (DC 18); initial and secondary damage 1d6 temporary Strength.

Special Ability

Improved Grab (Ex): To use this ability, the monstrous scorpion must hit with its claw attack. If it gets a hold, it hangs on and stings.

Special Ability

Squeeze (Ex): A monstrous scorpion that gets a hold on an opponent of its size or smaller automatically deals damage with both claws, biting and stinging at its full attack value.

Special Ability

Vermin: Immune to mind-influencing effects.

Skills: A monstrous scorpion receives a +4 racial bonus to Climb, Hide, and Spot checks.

Vermin:Monstrous Scorpion, Huge
SizeAndType: Huge Vermin
HitDice: 16d8+32 (104)
Initiative: +0
Speed: 50 ft.
ArmorClass: 16 (-2 size, +8 natural)
Attacks: 2 claws +15 melee, sting +10 melee
Damage: Claw 1d8+5, sting 2d4+2 and poison
FaceAndReach: 10 ft. by 20 ft./10 ft.
SpecialAttacks: Improved grab, squeeze, poison
SpecialQualities: Vermin
Saves: Fort +12, Ref +5, Will +5
Abilities: Str 21, Dex 10, Con 14, Int -, Wis 10, Cha 2
Skills: Climb +12, Hide +0, Spot +7
ClimateAndTerrain: Temperate and warm land and underground
Organization: Solitary or colony (2-5)
ChallengeRating: 6
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Always neutral
Advancement: 17-31 HD (Huge)
Description
General

Length 20 feet, Width 10 feet (including legs), Body Width 3 feet, Body Height 2 1/2 feet (not including stinger).

Special Ability

Poison (Ex): Sting, Fortitude save (DC 26); initial and secondary damage 1d8 temporary Strength.

Special Ability

Improved Grab (Ex): To use this ability, the monstrous scorpion must hit with its claw attack. If it gets a hold, it hangs on and stings.

Special Ability

Squeeze (Ex): A monstrous scorpion that gets a hold on an opponent of its size or smaller automatically deals damage with both claws, biting and stinging at its full attack value.

Special Ability

Vermin: Immune to mind-influencing effects.

Skills: A monstrous scorpion receives a +4 racial bonus to Climb, Hide, and Spot checks.

Vermin:Monstrous Scorpion, Gargantuan
SizeAndType: Gargantuan Vermin
HitDice: 32d8+64 (208)
Initiative: +0
Speed: 50 ft.
ArmorClass: 18 (-4 size, +12 natural)
Attacks: 2 claws +27 melee, sting +22 melee
Damage: Claw 2d6+7, sting 2d6+3 and poison
FaceAndReach: 20 ft. by 40 ft./10 ft.
SpecialAttacks: Improved grab, squeeze, poison
SpecialQualities: Vermin
Saves: Fort +20, Ref +10, Will +10
Abilities: Str 25, Dex 10, Con 14, Int -, Wis 10, Cha 2
Skills: Climb +14, Hide -4, Spot +7
ClimateAndTerrain: Temperate and warm land and underground
Organization: Solitary
ChallengeRating: 9
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Always neutral
Advancement: 33-63 HD (Gargantuan)
Description
General

Length 40 feet, Width 20 feet (including legs), Body Width 7 feet, Body Height 5 feet (not including stinger).

Special Ability

Poison (Ex): Sting, Fortitude save (DC 36); initial and secondary damage 2d6 temporary Strength.

Special Ability

Improved Grab (Ex): To use this ability, the monstrous scorpion must hit with its claw attack. If it gets a hold, it hangs on and stings.

Special Ability

Squeeze (Ex): A monstrous scorpion that gets a hold on an opponent of its size or smaller automatically deals damage with both claws, biting and stinging at its full attack value.

Special Ability

Vermin: Immune to mind-influencing effects.

Skills: A monstrous scorpion receives a +4 racial bonus to Climb, Hide, and Spot checks.

Vermin:Monstrous Scorpion, Colossal
SizeAndType: Colossal Vermin
HitDice: 64d8+128 (416)
Initiative: +0
Speed: 50 ft.
ArmorClass: 20 (-8 size, +18 natural)
Attacks: 2 claws +49 melee, sting +44 melee
Damage: Claw 2d8+9, sting 2d8+4 and poison
FaceAndReach: 40 ft. by 80 ft./15 ft.
SpecialAttacks: Improved grab, squeeze, poison
SpecialQualities: Vermin
Saves: Fort +36, Ref +21, Will +21
Abilities: Str 29, Dex 10, Con 14, Int -, Wis 10, Cha 2
Skills: Climb +16, Hide -8, Spot +7
ClimateAndTerrain: Temperate and warm land and underground
Organization: Solitary
ChallengeRating: 11
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Always neutral
Description
General

Length 80 feet, Width 40 feet (including legs), Body Width 13 feet, Body Height 10 feet (not including stinger).

Special Ability

Poison (Ex): Sting, Fortitude save (DC 54); initial and secondary damage 2d8 temporary Strength.

Special Ability

Improved Grab (Ex): To use this ability, the monstrous scorpion must hit with its claw attack. If it gets a hold, it hangs on and stings.

Special Ability

Squeeze (Ex): A monstrous scorpion that gets a hold on an opponent of its size or smaller automatically deals damage with both claws, biting and stinging at its full attack value.

Special Ability

Vermin: Immune to mind-influencing effects.

Skills: A monstrous scorpion receives a +4 racial bonus to Climb, Hide, and Spot checks.

Vermin:Monstrous Spider, Tiny
SizeAndType: Tiny Vermin
HitDice: 1/2 d8 (2)
Initiative: +3 (Dex)
Speed: 20 ft., climb 10 ft.
ArmorClass: 15 (+2 size, +3 Dex)
Attacks: Bite +5 melee
Damage: Bite 1d3-4 and poison
FaceAndReach: 2 1/2 ft. by 2 1/2 ft./0 ft.
SpecialAttacks: Poison, web
SpecialQualities: Vermin
Saves: Fort +2, Ref +3, Will +0
Abilities: Str 3, Dex 17, Con 10, Int -, Wis 10, Cha 2
Skills: Climb +8, Hide +18, Jump -4*, Spot +7*
Feats: Weapon Finesse (bite)
ClimateAndTerrain: Temperate and warm land and underground
Organization: Colony (8-16)
ChallengeRating: 1/4
Treasure: None
Alignment: Always neutral
Description
General

Diameter 2 feet (including legs), Body Diameter 8 inches, Height 2 inches.

Special Ability

Poison (Ex): Bite, Fortitude save (DC 11); initial and secondary damage 1d2 temporary Strength.

Special Ability

Web (Ex): Escape DC 16, Break DC 22, Hit Points 2.

Both types of monstrous spiders often wait in their webs or in trees, then lower themselves silently on silk strands and leap onto prey passing beneath. A single strand is strong enough to support the spider and one creature of the same size. Web-spinning spiders can cast a web 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 smaller that the spider. The web anchors the target in place, allowing no movement. An entangled creature can escape with a successful Escape Artist check or burst it with a Strength check. Both are standard actions whose DCs are given in the description for each size. Web-spinning spiders often create sheets of sticky webbing from 5 to 60 feet square, depending on the size of the spider. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed at a Spot check (DC 20) 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. Each 5-foot section has the hit points given in the description for each size, and sheet webs have damage reduction 5/fire. A monstrous spider can move across its own sheet web at its climb speed and can determine the exact location of any creature touching the web.

Special Ability

Vermin: Immune to mind-influencing effects.

Skills: Monstrous spiders receive a +4 racial bonus to Hide and Spot checks. *Monstrous spiders gain a +8 competence bonus to Hide and Move Silently checks when using their webs. *Hunting spiders receive a +6 racial bonus to Jump checks and a +8 racial bonus to Spot checks.

Vermin:Monstrous Spider, Small
SizeAndType: Small Vermin
HitDice: 1d8 (4)
Initiative: +3 (Dex)
Speed: 30 ft., climb 20 ft. (40 ft., climb 20 ft.)
ArmorClass: 14 (+1 size, +3 Dex)
Attacks: Bite +4 melee
Damage: Bite 1d4-2 and poison
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialAttacks: Poison, web
SpecialQualities: Vermin
Saves: Fort +2, Ref +3, Will +0
Abilities: Str 7, Dex 17, Con 10, Int -, Wis 10, Cha 2
Skills: Climb +10, Hide +14, Jump -2*, Spot +7*
Feats: Weapon Finesse (bite)
ClimateAndTerrain: Temperate and warm land and underground
Organization: Colony (2-5) or swarm (6-11)
ChallengeRating: 1/2
Treasure: None
Alignment: Always neutral
Description
General

Diameter 3 feet (including legs), Body Diameter 1 foot, Height 3 inches.

Special Ability

Poison (Ex): Bite, Fortitude save (DC 11); initial and secondary damage 1d3 temporary Strength.

Special Ability

Web (Ex): Escape DC 18, Break DC 24, Hit Points 4.

Special Ability

Vermin: Immune to mind-influencing effects.

Skills: Monstrous spiders receive a +4 racial bonus to Hide and Spot checks. *Monstrous spiders gain a +8 competence bonus to Hide and Move Silently checks when using their webs. *Hunting spiders receive a +6 racial bonus to Jump checks and a +8 racial bonus to Spot checks.

Vermin:Monstrous Spider, Medium-Size
SizeAndType: Medium-Size Vermin
HitDice: 2d8+2 (11)
Initiative: +3 (Dex)
Speed: 30 ft., climb 20 ft. (40 ft., climb 20 ft.)
ArmorClass: 14 (+3 Dex, +1 natural)
Attacks: Bite +4 melee
Damage: Bite 1d6 and poison
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialAttacks: Poison, web
SpecialQualities: Vermin
Saves: Fort +4, Ref +3, Will +0
Abilities: Str 11, Dex 17, Con 12, Int -, Wis 10, Cha 2
Skills: Climb +12, Hide +10, Jump +0*, Spot +7*
Feats: Weapon Finesse (bite)
ClimateAndTerrain: Temperate and warm land and underground
Organization: Solitary or colony (2-5)
ChallengeRating: 1
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Always neutral
Advancement: 3 HD (Medium-size)
Description
General

Diameter 5 feet (including legs), Body Diameter 1 1/2 feet, Height 6 inches.

Special Ability

Poison (Ex): Bite, Fortitude save (DC 14); initial and secondary damage 1d4 temporary Strength.

Special Ability

Web (Ex): Escape DC 20, Break DC 26, Hit Points 6.

Special Ability

Vermin: Immune to mind-influencing effects.

Skills: Monstrous spiders receive a +4 racial bonus to Hide and Spot checks. *Monstrous spiders gain a +8 competence bonus to Hide and Move Silently checks when using their webs. *Hunting spiders receive a +6 racial bonus to Jump checks and a +8 racial bonus to Spot checks.

Vermin:Monstrous Spider, Large
SizeAndType: Large Vermin
HitDice: 4d8+4 (22)
Initiative: +3 (Dex)
Speed: 30 ft., climb 20 ft. (40 ft., climb 20 ft.)
ArmorClass: 14 (-1 size, +3 Dex, +2 natural)
Attacks: Bite +4 melee
Damage: Bite 1d8+3 and poison
FaceAndReach: 10 ft. by 10 ft./5 ft.
SpecialAttacks: Poison, web
SpecialQualities: Vermin
Saves: Fort +5, Ref +4, Will +1
Abilities: Str 15, Dex 17, Con 12, Int -, Wis 10, Cha 2
Skills: Climb +14, Hide +6, Jump +2*, Spot +7*
ClimateAndTerrain: Temperate and warm land and underground
Organization: Solitary or colony (2-5)
ChallengeRating: 2
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Always neutral
Advancement: 6-9 HD (Large)
Description
General

Diameter 10 feet (including legs), Body Diameter 3 feet, Height 6 inches.

Special Ability

Poison (Ex): Bite, Fortitude save (DC 16); initial and secondary damage 1d6 temporary Strength.

Special Ability

Web (Ex): Escape DC 26, Break DC 32, Hit Points 12.

Special Ability

Vermin: Immune to mind-influencing effects.

Skills: Monstrous spiders receive a +4 racial bonus to Hide and Spot checks. *Monstrous spiders gain a +8 competence bonus to Hide and Move Silently checks when using their webs. *Hunting spiders receive a +6 racial bonus to Jump checks and a +8 racial bonus to Spot checks.

Vermin:Monstrous Spider, Huge
SizeAndType: Huge Vermin
HitDice: 10d8+10 (55)
Initiative: +3 (Dex)
Speed: 30 ft., climb 20 ft. (40 ft., climb 20 ft.)
ArmorClass: 16 (-2 size, +3 Dex, +5 natural)
Attacks: Bite +9 melee
Damage: Bite 2d6+6 and poison
FaceAndReach: 15 ft. by 15 ft./10 ft.
SpecialAttacks: Poison, web
SpecialQualities: Vermin
Saves: Fort +8, Ref +6, Will +3
Abilities: Str 19, Dex 17, Con 12, Int -, Wis 10, Cha 2
Skills: Climb +16, Hide +2, Jump +4*, Spot +7*
ClimateAndTerrain: Temperate and warm land and underground
Organization: Solitary or colony (2-5)
ChallengeRating: 4
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Always neutral
Advancement: 11-23 HD (Huge)
Description
General

Diameter 15 feet (including legs), Body Diameter 5 feet, Height 2 1/2 feet.

Special Ability

Poison (Ex): Bite, Fortitude save (DC 22); initial and secondary damage 1d8 temporary Strength.

Special Ability

Web (Ex): Escape DC 28, Break DC 34, Hit Points 14.

Special Ability

Vermin: Immune to mind-influencing effects.

Skills: Monstrous spiders receive a +4 racial bonus to Hide and Spot checks. *Monstrous spiders gain a +8 competence bonus to Hide and Move Silently checks when using their webs. *Hunting spiders receive a +6 racial bonus to Jump checks and a +8 racial bonus to Spot checks.

Vermin:Monstrous Spider, Gargantuan
SizeAndType: Gargantuan Vermin
HitDice: 24d8+24 (132)
Initiative: +3 (Dex)
Speed: 30 ft., climb 20 ft. (40 ft., climb 20 ft.)
ArmorClass: 18 (-4 size, +3 Dex, +9 natural)
Attacks: Bite +20 melee
Damage: Bite 2d8+9 and poison
FaceAndReach: 20 ft. by 20 ft./10 ft.
SpecialAttacks: Poison, web
SpecialQualities: Vermin
Saves: Fort +15, Ref +11, Will +8
Abilities: Str 23, Dex 17, Con 12, Int -, Wis 10, Cha 2
Skills: Climb +18, Hide -2, Jump +6*, Spot +7*
ClimateAndTerrain: Temperate and warm land and underground
Organization: Solitary
ChallengeRating: 7
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Always neutral
Advancement: 25-47 HD (Gargantuan)
Description
General

Diameter 20 feet (including legs), Body Diameter 7 feet, Height 5 feet.

Special Ability

Poison (Ex): Bite, Fortitude save (DC 31); initial and secondary damage 2d6 temporary Strength.

Special Ability

Web (Ex): Escape DC 30, Break DC 36, Hit Points 16.

Special Ability

Vermin: Immune to mind-influencing effects.

Skills: Monstrous spiders receive a +4 racial bonus to Hide and Spot checks. *Monstrous spiders gain a +8 competence bonus to Hide and Move Silently checks when using their webs. *Hunting spiders receive a +6 racial bonus to Jump checks and a +8 racial bonus to Spot checks.

Vermin:Monstrous Spider, Colossal
SizeAndType: Colossal Vermin
HitDice: 48d8+48 (264)
Initiative: +3 (Dex)
Speed: 30 ft., climb 20 ft. (40 ft., climb 20 ft.)
ArmorClass: 20 (-8 size, +3 Dex, +15 natural)
Attacks: Bite +36 melee
Damage: Bite 4d6+12 and poison
FaceAndReach: 40 ft. by 40 ft./15 ft.
SpecialAttacks: Poison, web
SpecialQualities: Vermin
Saves: Fort +27, Ref +19, Will +16
Abilities: Str 27, Dex 17, Con 12, Int -, Wis 10, Cha 2
Skills: Climb +20, Hide -6, Jump +8*, Spot +7*
ClimateAndTerrain: Temperate and warm land and underground
Organization: Solitary
ChallengeRating: 10
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Always neutral
Advancement: 49-64 HD (Colossal)
Description
General

Diameter 40 feet (including legs), Body Diameter 13 feet, Height 10 feet.

Special Ability

Poison (Ex): Bite, Fortitude save (DC 35); initial and secondary damage 2d8 temporary Strength.

Special Ability

Web (Ex): Escape DC 32, Break DC 38, Hit Points 18.

Special Ability

Vermin: Immune to mind-influencing effects.

Skills: Monstrous spiders receive a +4 racial bonus to Hide and Spot checks. *Monstrous spiders gain a +8 competence bonus to Hide and Move Silently checks when using their webs. *Hunting spiders receive a +6 racial bonus to Jump checks and a +8 racial bonus to Spot checks.