Fiendish Monstrous Spider, Colossal CR 13
Always CE Colossal Magical Beast (Extraplanar)Init ; Senses darkvision 60 ft., tremorsense 60 ft.; Listen +0, Spot +7*
Languages —
AC 22 (−8 size, +2 Dex, +18 natural), touch 4, flat-footed 20
hp 32d8+64 (208 hp); DR 10/magic
Fort Ref Will
Speed 30 ft. (6 squares), climb 20 ft.
Space/Reach 40 ft./30 ft.
Base Atk +24; Grp +50
Melee bite ( plus poison)
Attack Options Poison, web, Smite good
SQ tremorsense 60 ft., vermin traits, resistance to cold 10 and fire 10, SR 25
Abilities Str 31, Dex 15, Con 14, Int 3, Wis 10, Cha 2
Feats —
Skills Climb +16, Hide −10*, Jump +10*, Spot +7*
Advancement 33–60 HD (Colossal)
Environment Any evil-aligned plane
Organization Solitary
Treasure 1/10 coins; 50% goods; 50% items
Summon Monster: Summon Monster IX
Smite Good (Su): Once per day, this creature can make a normal melee attack to deal +20 extra damage against an good foe.
Poison (Ex): Injury, Fortitude DC 28, initial and secondary damage 2d8 Str. The save DC is Constitution-based.
Web (Ex): Escape Artist DC 28, Break DC 32, 18 hp.
Fiendish template: Applied to the base creature (see Fiendish Creature). Animals and vermin become magical beasts; Intelligence is at least 3; darkvision 60 ft.; energy resistance, DR, and SR by Hit Dice; natural weapons count as magic for overcoming DR when the creature has DR.
A fiendish variant of the base creature, as commonly summoned by summon monster ix.
Open Game Content · Monster entry · Fiendish Creature · Summon Monster IX.