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Elderly Giant TarantulaCreature 3


NLargeAnimal
Source Pathfinder Society Scenario #1-19: Iolite Squad Alpha
Perception +9 (darkvision)
Languages none
Skills Acrobatics +5, Athletics +10, Stealth +7
Str +5, Dex +0, Con +4, Int -5, Wis +1, Cha -4

AC 16; Fort +10; Reflex +8; Will +6;
HP 65
Speed 30 feet (climb 30 feet)

Fangs One Action +12 (+7, +2) to hit 2d6+5 Piercing
Leg One Action +12 (+7, +2) to hit (reach 10) 1d10+5 Bludgeoning

Darkvision

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.

Giant Tarantula Venom (poison)

Saving Throw DC 25 fortitude


Maximum Duration 8 rounds

Stage 1 1d4 Poison Damage (1 round)

Stage 2 1d4 poison, Flat-Footed, and Clumsy 1(1 round)

Stage 3 1d4 poison, flat-footed, and Clumsy 2

Stage 4 1d4 poison and Paralyzed (1 round).

Hair Barrage Two Actions

The tarantula flicks its legs, flinging spiky hairs in a 15-foot cone. This deals 3d8 piercing damage with a DC 19 basic reflex save.

Knockdown One Action

Requirements The monster's last action was a success with a Strike that lists Knockdown in its damage entry.


Effect The monster knocks the target Prone.



Traits

Common

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.