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Giant TarantulaCreature 6


NLargeAnimal
Source Pathfinder Bestiary
Perception +14 (darkvision)
Languages none
Skills Acrobatics +9, Athletics +16, Stealth +11
Str +6, Dex +1, Con +5, Int -5, Wis +2, Cha -4

AC 21; Fort +15; Reflex +13; Will +10;
HP 135
Speed 30 feet (climb 30 feet)

Fangs One Action +17 (+12, +7) to hit 2d8+8 Piercing
Leg One Action +17 (+12, +7) to hit (reach 10) 1d12+8 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 23 fortitude

Maximum Duration 8 rounds

Stage 1 1d6 poison (1 round)

Stage 2 1d6 poison, Flat-Footed, and Clumsy 1 (1 round)

Stage 3 1d6 poison, flat-footed, and Clumsy 2 (1 round)

Stage 4 1d6 poison and Paralyzed (1 round)

Hair Barrage Two Actions

The tarantula flicks its legs, flinging spiky hairs in a 15-foot cone. This deals 4d6 piercing damage with a DC 25 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.


Tarantulas are ambush predators, but will attack prey in the open.


Few everyday vermin inspire as much dread as the infamous spider.


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.