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Ether SpiderCreature 5


NLargeBeastEthereal
Source Pathfinder Bestiary
Perception +12 (darkvision)
Languages Aklo
Skills Athletics +12, Stealth +15
Str +5, Dex +4, Con +3, Int -2, Wis +1, Cha +7

AC 21; Fort +12; Reflex +15; Will +10;
HP 75
Speed 40 feet (climb 20 feet)

Fangs One Action +15 (+10, +5) to hit (magical) 1d10+7 Piercing

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.

Ether Spider Venom (poison)

Saving Throw DC 22 fortitude


Maximum Duration 6 rounds

Stage 1 1d6 poison damage and Clumsy 1 (1 round)

Stage 2 2d6 poison damage, Clumsy 2 and Slowed 1 (1 round)

Stage 3 3d6 poison damage, Clumsy 3 and Slowed 2 (1 round)

Ethereal Step One Action

The ether spider shifts to either the Ethereal Plane or the Material Plane. The ether spider can remain on the Ethereal Plane indefinitely without ill effect. While there, it can see clearly onto the Material Plane with a range of 60 feet. On its first round in an encounter, the ether spider can use this ability once as a free action.

Ethereal Web Trap

A creature hit by the ether spider's web attack is Immobilized and stuck to the nearest surface (Escape DC 22).

Web Burst Two Actions

Frequency once per day


Effect The ether spider flings a gout of stored webs in a 30-foot cone. These webs can pass between the Material Plane and the Ethereal Plane. Each creature in the area is Immobilized, as ethereal web trap, unless it succeeds at a DC 22 reflex save.

Grab One Action

Requirements The monster's last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action.


Effect The monster automatically Grabs the target until the end of the monster's next turn. The creature is Grabbed by whichever body part the monster attacked with, and that body part can't be used to Strike creatures until the grab is ended. Using Grab extends the duration of the monster's Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.


Ether spiders are deadly predators from the Ethereal Plane resembling giant arachnids. Rather than building webs of silk, ether spiders shape the raw essence of the Ethereal Plane, weaving it in complex patterns that drift through the misty void. From these ethereal nests, whole families of ether spiders can scout the adjacent Material Plane, watching for easy prey in dark or remote corners of the land of mortals. Once an ether spider has spotted a meal, it anchors its nest and waits on the Ethereal Plane for its prey to draw near. As soon as its victim is within reach, the ether spider shifts to the Material Plane, clamps its fangs onto its prey, then shifts back to the Ethereal Plane to wait as its venom works through the creature's system. Ether spiders move between the planes with ease, making them extremely dangerous to those who cannot see or attack ethereal enemies.

Ether spiders are not mindless or evil-they are simply hungry. If a prospective meal can sate an ether spider's incredible appetite through other means, they might be able to bargain for their life. Ether spiders are especially interested in items, information, or allies who can help them against their enemies.

As many as half a dozen ether spiders might dwell in the same ether web. Although ether spiders enjoy one another's company, they don't form the same bonds as most humanoids, and they are more likely to feast on the corpse of a fallen sibling than save one from certain doom.

Ether spiders dwell in vast nests adrift in the Ghost World, where they are more likely to let down their guard. Travelers who find a floating ether spider commune should have an easier time of making peaceful contact to trade with or even befriend these strange arachnids. The nests drift on metaphysical currents and are rarely seen in the same vicinity twice. Sometimes a point of interest on the neighboring Material Plane compels them to tether their nest to an area, creating a semipermanent home, and those who learn its location can return to it repeatedly.


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.