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Giant Trapdoor SpiderCreature 2

Source Pathfinder Kingmaker
Perception +7 (darkvision)
Languages none
Skills Acrobatics +7, Athletics +8, Stealth +9
Str +4, Dex +4, Con +3, Int -5, Wis +2, Cha -4

AC 18; Fort +8; Reflex +11; Will +7;
HP 28
Speed 30 feet (climb 30 feet)

Fangs One Action +11 (+6, +1) to hit 1d10+3 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.

Trapdoor Lunge Reaction

Requirements Initiative has not yet been rolled

Trigger A creature comes within 25 feet of the spider's lair while the spider is positioned just under the ajar trapdoor, and the spider notices the creature

Effect The spider Strides or Climbs before it rolls initiative.

Giant Trapdoor Spider Venom (incapacitation, poison)

Saving Throw DC 18 fortitude

Maximum Duration 6 rounds

Stage 1 1d10 poison and Flat-Footed (1 round)

Stage 2 1d12 poison, Slowed 1, and flat-footed (1 round)

Stage 3 2d6 poison and Paralyzed (1 round)

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



Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.