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Fiendish Medium Monstrous Spider (Summon Monster II)

CE Medium Magical Beast (Augmented Vermin, Extraplanar)
Init +3; Senses Darkvision 60', Tremorsense 60'; Listen +0, Spot +4*
Languages Abyssal or Infernal

AC 14 (+1 size, +3 natural), touch 14, flat-footed 11
hp 11 (2 HD)
SR 7
Resist Cold 5, Fire 5
Fort +4, Ref +3, Will 0
Speed 30 feet, climb 20 feet
Melee Bite +4 (1d6 plus poison)
Base Atk +0; Grp -6
Atk Options smite good (1/day)

Abilities 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.
Feats Weapon FinesseB
Skills Climb +11, Hide +7*, Jump 0*, Listen +0, Spot +4*
Skills: +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.
Tremorsense: 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.
Poison: Fortitude DC 12, damage 1d4 Str. The save DC is Constitution-based.
Smite Good (1/day): make a normal melee attack to deal 2 points extra damage against a good foe.
Web: 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.

CR 1

Encounter Treasure

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Race keywords: Fiendish, Fiendish, Monstrous Spider, Monstrous Spider, Monstrous Spider, Fiendish
Class keywords: Summon Monster II
Sourcebooks: Monster Manual

— Contributed by Guild Lieutenant Guildmaster


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