Fiendish Monstrous Spider, Large CR 3
Always CE Large Magical Beast (Extraplanar)Init ; Senses darkvision 60 ft., tremorsense 60 ft.; Listen +0, Spot +4*
Languages —
AC 14 (−1 size, +3 Dex, +2 natural), touch 12, flat-footed 11
hp 4d8+4 (22 hp); DR 5/magic
Fort Ref Will
Speed 30 ft. (6 squares), climb 20 ft.
Space/Reach 10 ft./5 ft.
Base Atk +3; Grp +9
Melee bite ( plus poison)
Attack Options Poison, web, Smite good
SQ tremorsense 60 ft., vermin traits, resistance to cold 5 and fire 5, SR 9
Abilities Str 15, Dex 17, Con 12, Int 3, Wis 10, Cha 2
Feats —
Skills Climb +11, Hide +3*, Jump +2*, Spot +4*
Advancement 5–7 HD (Large)
Environment Any evil-aligned plane
Organization Solitary or colony (2–5)
Treasure 1/10 coins; 50% goods; 50% items
Summon Monster: Summon Monster IV
Smite Good (Su): Once per day, this creature can make a normal melee attack to deal +4 extra damage against an good foe.
Poison (Ex): Injury, Fortitude DC 13, initial and secondary damage 1d6 Str. The save DC is Constitution-based.
Web (Ex): Escape Artist DC 13, Break DC 17, 12 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 iv.
Open Game Content · Monster entry · Fiendish Creature · Summon Monster IV.