Fiendish Medium Monstrous Spider (Summon Monster II)
CE Medium Magical Beast (Augmented Vermin, Extraplanar)
Darkvision 60', Tremorsense 60'; Listen +0, Spot +4*
Abyssal or Infernal
14 (+1 size, +3 natural), touch 14, flat-footed 11
11 (2 HD)
Cold 5, Fire 5
30 feet, climb 20 feet
Bite +4 (1d6 plus poison)
smite good (1/day)
Str 11, Dex 17, Con 12, Int 3, Wis 10, Cha 2
SQ Vermin Traits
: Note that a fiendish vermin (by virtue of gaining the fiendish template) gains an Intelligence score of 3, and thus loses it's 'Mindless' quality. It is not immune to mind-affecting effects.
Climb +11, Hide +7*, Jump 0*, Listen +0, Spot +4*
: +4 racial bonus on Hide and Spot checks, and a +8 racial bonus on Climb checks. This increases to a +8 racial bonus on Hide and Move Silently checks when using its webs. Monstrous spiders can use their Strength or Dexterity modifier for Climb checks, whichever is better, and can always choose to take 10 on Climb checks.
: A monstrous spider can detect and pinpoint any creature or object within 60' in contact with the ground or within any range in contact with the spider's webs.
: Fortitude DC 12, damage 1d4 Str. The save DC is Constitution-based.
(1/day): make a normal melee attack to deal 2 points extra damage against a good foe.
: Spin a web up to eight times per day, similar to a net attack with a maximum range of 50 feet, and a range increment of 10 feet, and is effective against creatures up to one size larger than the spider. An entangled creature can escape with a DC 12 Escape Artist check, or burst it with a DC 16 Strength check, and the web has 6 hit points.