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JorogumoCreature 13


UncommonNEMediumHumanoid
Source Pathfinder Bestiary 3
Perception +26 (darkvision)
Languages Aklo, Common, Sylvan, Tongues
Skills Acrobatics +25, Athletics +23, Crafting +22, Deception +28, Diplomacy +26, Performance +24, Stealth +23, Survival +24
Str +6, Dex +4, Con +5, Int +3, Wis +5, Cha +7

AC 33; Fort +22; Reflex +23; Will +26;
HP 270
Speed 30 feet (swim 30 feet)
Weaknesses Coldiron 10
Resistances Poison 15

Jaws One Action +27 (+22, +17) to hit 3d12+14 Piercing
Claw One Action +27 (+23, +19) to hit (agile) 3d8+14 Slashing

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.

At-Will Spells

The monster can cast its at-will spells any number of times without using up spell slots.

Constant Spells

A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.

Darting Legs Reaction

Requirements The jorogumo has their spider legs extended or has Changed Shape

Trigger The jorogumo is targeted with an attack


Effect The jorogumo raises a leg, gaining a +2 circumstance bonus to AC against the triggering attack.

Change Shape One Action (concentrate, occult, polymorph, transmutation)

The jorogumo takes on the appearance of any Small or Medium spider. This doesn't change their Speed or Strikes.


The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.

Jorogumo Venom (incapacitation, poison)

Saving Throw DC 32 fortitude


Maximum Duration 4 hours

Stage 1 3d6 poison damage and Stupefied 1 (1 round)

Stage 2 3d6 poison damage and Stupefied 2 (1 round)

Stage 3 4d6 poison damage and Stupefied 2 (1 round)

Stage 4 Paralyzed for 1d4 hours

Spider Legs One Action (concentrate, occult, polymorph, transmutation)

Requirements The jorogumo is in humanoid form


Effect Eight large spider legs sprout from the jorogumo's back, granting them a 40-foot climb Speed and allowing them to use the Darting Legs reaction.

Web Trap

A creature hit by the jorogumo's web attack is Immobilized and stuck to the nearest surface, preventing the creature from moving.

The DC to Escape or Force Open the web trap is 32.


Occult Innate Spells (DC 34, +26 to hit)

1st Level: Charm (At Will), Summon Animal (Spiders Only)
2nd Level: Speak with Animals (Constant) (Spiders Only)
3rd Level: Mind Reading (At Will)
4th Level: Outcast's Curse, Suggestion
5th Level: Tongues (Constant)


Appearing as beautiful, well-dressed humans, jorogumo lurk in the high mountains and prey on travelers. These evil creatures can fully change into a giant spider or sprout spider legs from their backs, and they often keep giant spiders as pets. Jorogumo usually eat their prey, but some humanoids meet an even more gruesome fate as living incubators for jorogumo eggs. Though most jorogumos are solitary creatures, some have taken up worship of Norgorber and serve as valuable allies to thieves' guilds following that god's guise as the Gray Master.


Traits

Uncommon

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.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.