Fiendish Monstrous Spider, Small CR 1/2
Always CE Small Magical Beast (Extraplanar)Init ; Senses darkvision 60 ft., tremorsense 60 ft.; Listen +0, Spot +4*
Languages —
AC 14 (+1 size, +3 Dex), touch 14, flat-footed 11
hp 1d8 (4 hp)
Fort Ref Will
Speed 30 ft. (6 squares), climb 20 ft.
Space/Reach 5 ft./5 ft.
Base Atk +0; Grp −6
Melee bite ( plus poison)
Attack Options Poison, web, Smite good
SQ tremorsense 60 ft., vermin traits, resistance to cold 5 and fire 5, SR 6
Abilities Str 7, Dex 17, Con 10, Int 3, Wis 10, Cha 2
Feats Weapon FinesseB
Skills Climb +11, Hide +11*, Jump −2*, Spot +4*
Advancement —
Environment Any evil-aligned plane
Organization Colony (2–5) or swarm (6–11)
Treasure None
Summon Monster: Summon Monster I
Smite Good (Su): Once per day, this creature can make a normal melee attack to deal +1 extra damage against an good foe.
Poison (Ex): Injury, Fortitude DC 10, initial and secondary damage 1d3 Str. The save DC is Constitution-based.
Web (Ex): Web-spinners can throw a web eight times per day (as a net; max range 50 ft., range increment 10 ft.). Escape Artist DC 10, Break DC 14, 4 hp. Sheet webs: Spot DC 20 to notice; DR 5/— per 5-ft. section.
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 i.
Open Game Content · Monster entry · Fiendish Creature · Summon Monster I.