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Dream SpiderCreature 0

Source Pathfinder Bestiary 2
Perception +6 (darkvision, web sense)
Languages none
Skills Acrobatics +5, Athletics +2, Stealth +7
Str +0, Dex +3, Con +1, Int -5, Wis +0, Cha -4

AC 16; Fort +5; Reflex +7; Will +4;
HP 15
Speed 25 feet (climb 25 feet)

Fangs One Action +7 (+2, -3) to hit (finesse) 1d6 Piercing


A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Web Sense

The dream spider has imprecise Tremorsense to detect the vibrations of creatures touching its web.

Dream Spider Venom (poison)

Saving Throw DC 16 fortitude

Maximum Duration 4 rounds

Stage 1 Stupefied 1 (1 round)

Stage 2 1d6 poison damage plus stupefied 1 (1 round)

Web Trap

A creature hit by the dream spider's web attack is Immobilized and stuck to the nearest surface until it Escapes (DC 16).

A dream spider's webs have an iridescent hue and are infused with the same hallucinogenic compound as the creature's toxin. Originally denizens of tropical jungles, dream spiders have adapted well to temperate environments, particularly thriving among the rooftops of cities where shady alchemists use their venom to produce the drug known as shiver.

Spiders range dramatically in size, yet all are to some extent venomous.



Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.