Darkvision 60-ft, tremorsense 60-ft; Listen +1, Spot +9
Telepathy 25-ft (other spellspiders only)
14, touch 12, flat-footed 11 (-1 size, +3 Dex, +2 natural)
21 (4 HD)
+2 vs mind-affecting effects
30-ft (6 sq), climb 20-ft (4 sq)
Bite +4 (1d8+3 plus poison)
poison (DC 13, 1d6/1d6)
3/day (DC 10) - create water, mending, purify food and drink
or acid splash, electrical jolt, touch of fatigue
2/day (DC 11) - expeditious retreat, jump
1/day (DC 11) - benign transposition
or burning hands
or chill touch
or corrosive grasp endure elements
or obscuring mist
or sonic blast
Str 15, Dex 17, Con 12, Int 6, Wis 12, Cha 2
Climb +11, Hide +7 (+11 when using their webs), Jump +12, Listen +1, Move Silently +3 (+11 when using their webs), Spot +9
A spellspider has a poisonous bite (DC 13, 1d6/1d6). The save DCs are Constitution-based. The indicated damage is initial and secondary damage.
Spellspiders have a +4 racial bonus on Hide, a +8 racial bonus on Spot checks, a +8 racial bonus on Climb checks and a +10 racial bonus on Jump checks. A spellspider can always choose to take 10 on Climb checks, even if rushed or threatened. Spellspiders use either their Strength or Dexterity modifier for Climb checks, whichever is higher. Spellspiders have a +8 racial bonus on Hide and Move Silently checks when using their webs.
Spellspiders can communicate with each other via telepathy within 25-ft.
A spellspider can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with the spiderís webs.
Because spellspiders have an Intelligence score, they are not immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), but the do gain a +2 bonus against these effects.
A single strand is strong enough to support the spider and one creature of the same size. 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 category larger than the spider. An entangled creature can escape with a successful Escape Artist check (DC 13) or burst it with a Strength check (DC 17).
Spellspiders 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 on a DC 20 Spot check 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 12hp given on the table, and sheet webs have DR 5/-.
A spellspider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.