Colossal Spider: Difference between revisions

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[[Category:Epic Path]]
{{Template:Monster
[[Category:Bestiary]]
<!-- Version 2.0 -->
[[Category:CR 17]]
* ''Go back to the [[Epic Path]] page.''
* ''Go back to the [[Bestiary]] page.''


| CR=<onlyinclude>{{#ifeq:{{{transcludesection|CR}}}
| CR | 17
  <!-- Value: integer between 1 and 35. -->
  }}</onlyinclude>


[[Image:Oh_Come_On.jpg|584px|right|xx]]
| MonsterName = Colossal Spider
== Colossal Spider (CR 17) ==
 
Colossal spiders are, as their name suggests, really big spiders. They are somewhat rare, since they require quite a bit of food, and are most frequently seen immediately after they have hatched, typically in a group with their kin.  These outbreaks of colossal spiders tend to terrorize the region for a few days to a week, until the spiders turn on each other for food.  IN the meantime, however, local wildlife, villages and any communities not able to establish a vigorous defense are at high risk of being annihilated.
| Image = Oh_Come_On.jpg
  <!-- Value: file name and extension only (e.g. monster_picture.jpg) -->
 
| Role=<onlyinclude>{{#ifeq:{{{transcludesection|Role}}}
| Role |  
  <!-- Values: Heavy, Killer, Leader, Minion, Shooter, Sneak, Tank, Threat, Villain, or leave blank -->
  }}</onlyinclude>
 
| Description = Colossal spiders are, as their name suggests, really big spiders. They are somewhat rare, since they require quite a bit of food, and are most frequently seen immediately after they have hatched, typically in a group with their kin.  These outbreaks of colossal spiders tend to terrorize the region for a few days to a week, until the spiders turn on each other for food.  In the meantime, local wildlife, villages and any communities not able to establish a vigorous defense are at high risk of being annihilated.


Colossal spiders stand 20 to 25 feet tall, and their legs can span as wide as 50 feet, though when walking, they are usually around 25 feet apart. Colossal spiders, despite their prodigious size, tend to prey on size medium creatures almost exclusively, only tackling larger prey when smaller prey is unavailable.  A typical colossal spider will eat 5 to 10 medium-sized creatures per day, given the opportunity, though they can subsist on only 3-4 per week, if necessary.
Colossal spiders stand 20 to 25 feet tall, and their legs can span as wide as 50 feet, though when walking, they are usually around 25 feet apart. Colossal spiders, despite their prodigious size, tend to prey on size medium creatures almost exclusively, only tackling larger prey when smaller prey is unavailable.  A typical colossal spider will eat 5 to 10 medium-sized creatures per day, given the opportunity, though they can subsist on only 3-4 per week, if necessary.
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One peculiarity of colossal spiders is that they are intelligent, and some are even capable of speech.  It is unclear if this is a form of mimicry, meant to attract prey, or actual communication. It is thought that colossal spiders actually originate from the fey courts of the First World, and that this origin is the reason for their unusual ability to speak.
One peculiarity of colossal spiders is that they are intelligent, and some are even capable of speech.  It is unclear if this is a form of mimicry, meant to attract prey, or actual communication. It is thought that colossal spiders actually originate from the fey courts of the First World, and that this origin is the reason for their unusual ability to speak.


| Alignment = Neutral Evil
  <!-- Values: Lawful Good, Lawful Neutral, Lawful Evil, Neutral Good, Neutral, Neutral Evil, Chaotic Good, Chaotic Neutral, Chaotic Evil -->
| Size = Colossal
  <!-- Values: Fine, Diminutive, Tiny, Small, Medium, Large, Huge, Gargantuan, Colossal, Titanic -->
| Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}}
| Type | Vermin
  <!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin -->
  }}</onlyinclude>
| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}}
| Subtype |
  <!-- If any -->
  }}</onlyinclude>
| NudgeBasicLoreValue =
  <!-- This field lets you alter the DC of the basic knowledge check for this monster -->
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeFullLoreValue =
  <!-- This field lets you alter the DC of the full knowledge check for this monster -->
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeInit = +7
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->
| Senses = [[Low-Light Vision]] 240 ft
  <!-- List the sense type and distance (in feet). (E.g. "[[Darkvision]] 60 ft.") -->
  <!--  [[Standard Senses]], [[Blind]] to Vision, [[Blind]] to Sound, [[Blind]] to Smell  -->
  <!--  [[Low-Light Vision]], [[Darkvision]], [[Heartsight]]                              -->
  <!--  [[Keen Hearing]], [[Precise Hearing]], [[Echolocation]]                          -->
  <!--  [[Scent]], [[Keen Scent]], [[Perfect Scent]]                                      -->
  <!--  [[Tremorsense]], [[Blindsense]], [[Lifesense]]                                    -->
| NudgePerception = +4
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->
| NudgeAC =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeTouchAC =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeFFAC =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
| Nudge-Maneuver-Defense =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
| Maneuver-Defense-Notes =
  <!-- Values: Text about specific bonuses to Maneuver Defense (e.g. "+4 vs Grapples") -->
| NudgeHitPoints =
  <!-- Values: any positive or negative number, or leave blank. Added to the base HP total (after role, if any) -->
<!--  SAVING THROWS  -->
| Fort = S
| Refl =
| Will =
  <!-- Values: S (for Strong save), leave blank for Weak save
        * Most monsters have 1 strong save and 2 weak saves
        * Heavies, Tanks, Threats and Villains have 2 strong saves
        * Dragons have 3 strong saves                              -->
| NudgeFort =
| NudgeRefl =
| NudgeWill =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-3 -->
| SpecialDefenses = DR 10/Cold Iron, ER 54/Acid
  <!-- Put any DR or ER values here -->
| StrongAgainst = Poison
  <!-- Put any 'immunity' or 'hardened' values here; immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added -->
| Hide-Role-Strong-Against-1 =
  <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for role (if any)) -->
| Hide-Type-Strong-Against-1 =
| Hide-Type-Strong-Against-2 =
| Hide-Type-Strong-Against-3 =
| Hide-Type-Strong-Against-4 =
| Hide-Type-Strong-Against-5 =
| Hide-Type-Strong-Against-6 =
  <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for type (if any)) -->
| Hide-Subtype-Strong-Against-1 =
| Hide-Subtype-Strong-Against-2 =
| Hide-Subtype-Strong-Against-3 =
| Hide-Subtype-Strong-Against-4 =
| Hide-Subtype-Strong-Against-5 =
| Hide-Subtype-Strong-Against-6 =
  <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for subtype (if any)) -->
| WeakAgainst =
  <!-- Put any 'vulnerable' or 'defenseless' values here; vulnerabilities based on type (e.g. Vermin) are automatically added -->
| Hide-Type-Weak-Against-1 =
| Hide-Subtype-Weak-Against-1 =
  <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for type and/or subtype (if any)) -->
| MoveTypes = [[Walk]] 60 ft., [[Greater Climb]] 60 ft.
  <!-- List the move type and distance (in feet). (E.g. [[Jet]] 60 ft.) -->
  <!--  [[Burrowing]], [[Tunneling]], [[Earth Glide]]        -->
  <!--  [[Lesser Climb]], [[Greater Climb]], [[Brachiating]]  -->
  <!--  [[Hover]], [[Lesser Flight]], [[Greater Flight]]      -->
  <!--  [[Lesser Swim]], [[Greater Swim]], [[Jet]]            -->
  <!--  [[Lesser Teleport]], [[Greater Teleport]]            -->
| NudgeSpace =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.                -->
  <!-- NOTE: If type or subtype is "Swarm", the space will default to 10 ft.                                                                                  -->
  <!-- NOTE: If type or subtype is "Troop", the space will default to 15 ft. + the normal space for the component creature size (e.g. 20 ft. for size medium) -->
| NudgeReach =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.      -->
  <!-- NOTE: If type or subtype is "Swarm", the reach will default to 0 ft.                                                                        -->
  <!-- NOTE: If type or subtype is "Troop", the reach will default to the normal reach for the component creature size (e.g. 5 ft. for size medium) -->
<!--  GENERAL ATTACK INFORMATION  -->
| MeleeOrNatural = Natural
  <!-- REQUIRED; Values: "Melee" (has ONLY a Primary attack), or "Natural" (has Pri and Sec attacks) -->
| MultipliedDamageType =
  <!-- Roles only (leave blank if no role); Values: "Attacks" (+atks/rnd), "Damage" (+damage/rnd), or "Hybrid" (default; both +atks/+dmg) -->
<!--  PRIMARY ATTACK INFORMATION  -->
| PriAtkName = Colossal Fangs
  <!-- name of primary attack, weapons or natural attacks (e.g. "Longsword" or "Bite") -->
| PriAtkNotes = plus Greater Poison
  <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->
| PriAtkNotes-FullAtkOnly =
  <!-- use if Primary Attack does something different during a full attack; replaces PriAtkNotes value if not blank -->
| Override-Pri-Atk--Std-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack) -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
| Override-Pri-Atk--Full-Atk-Qty = 2
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
| PriAtkVSTouchAC =
  <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->
| PriAtkIsAuto-Hit =
  <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
| NudgePriToHit =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgePriDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
<!--  SECONDARY ATTACK INFORMATION  -->
| SecAtkName =
  <!-- name of secondary attack, natural attacks only (e.g. "Claw"); leave blank for none -->
| SecAtkNotes =
  <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->
| SecAtkNotes-FullAtkOnly =
  <!-- use if Secondary Attack does something different during a full attack; replaces SecAtkNotes value if not blank -->
| Override-Sec-Atk--Std-Atk-Qty = 0
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack) -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
| Override-Sec-Atk--Full-Atk-Qty = 0
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
| SecAtkVSTouchAC =
  <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->
| SecAtkIsAuto-Hit =
  <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
| NudgeSecToHit =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeSecDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
<!--  TERTIARY ATTACK INFORMATION  -->
| TerAtkName =
  <!-- Roles only; name of tertiary attack (e.g. "Shield Bash" or "Tail Slap"); damage equal to primary attack; leave blank for none -->
| TerAtkNotes =
  <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->
| TerAtkNotes-FullAtkOnly =
  <!-- use if Tertiary Attack does something different during a full attack; replaces TerAtkNotes value if not blank -->
| Override-Ter-Atk--Std-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack) -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
| Override-Ter-Atk--Full-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
| TerAtkVSTouchAC =
  <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->
| TerAtkIsAuto-Hit =
  <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
| NudgeTerToHit =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeTerDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
<!--  QUATERNARY ATTACK INFORMATION  -->
| QuaAtkName =
  <!-- Roles w/natural attacks only; name of quaternary attack (e.g. "Wing Slam"); damage equal to secondary attack; leave blank for none -->
| QuaAtkNotes =
  <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->
| QuaAtkNotes-FullAtkOnly =
  <!-- use if Quaternary Attack does something different during a full attack; replaces QuaAtkNotes value if not blank -->
| Override-Qua-Atk--Std-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack) -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
| Override-Qua-Atk--Full-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
| QuaAtkVSTouchAC =
  <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->
| QuaAtkIsAuto-Hit =
  <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
| NudgeQuaToHit =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeQuaDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
<!--  RANGED ATTACK INFORMATION  -->
| RangedAtkName = none, but see Poison Spray
  <!-- Name of ranged attack (e.g. "Longbow" or "Hurled Rock"); if blank, monster has no ranged attack -->
| HasRangedFullAttack =
  <!-- Values: Y (for yes), or leave blank (for no) -->
| RangedAtkIncrementDistance =
  <!-- Range increment in feet (e.g. 20 ft.); -2 to hit per increment after first -->
| RangedAtkNumberOfIncrements =
  <!-- Number of increments before max range of attack, thrown is 5 (default), projectile is 10 -->
| RangedAtkNotes =
  <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->
| RangedAtkNotes-FullAtkOnly =
  <!-- use if Ranged Attack does something different during a full attack; replaces RangedAtkNotes value if not blank -->
| Override-Ranged-Atk--Std-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD RANGED Attack) -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value            -->
| Override-Ranged-Atk--Full-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL RANGED Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value            -->
| RangedAtkVSTouchAC =
  <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->
| RangedAtkIsAuto-Hit =
  <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
| NudgeRangedToHit =
  <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeRangedDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
<!--  COMBAT MANEUVERS  -->
| Nudge-Maneuver-Offense = +2
  <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->
| Maneuver-Offense-Notes =
  <!-- Values: Text about specific bonuses to Maneuver Offense (e.g. "+2 on Trips") -->
<!--  SIEGE DAMAGE INFORMATION  -->
| SiegeDmgCapable =
  <!-- Values: Y (for yes), or leave blank (for no); use for monsters which can destroy fortifications -->
| SiegeAtkName =
  <!-- Name of siege attack (e.g. "Bite" or "Hurled Rock") -->
| SiegeAtkNotes =
  <!-- add any specials (e.g. "as negative energy" or "vs. all targets in 20 feet of impact", etc.) -->
| Override-Siege-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for SIEGE Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
| SiegeAtkIncrement =
  <!-- Only used if this field is not blank; Range increment in feet (e.g. 20); number only (i.e. don't include "ft."); max range is calculated from this -->
| SiegeAtkNumberOfIncrements =
  <!-- Number of increments before max range of attack, thrown is 5 (default), projectile is 10 -->
| Nudge-Siege-Maneuver-Offense =
  <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeSiegeDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
<!--  ABILITY SCORES  -->
| Str = 30
| Dex = 17
| Con = 25
| Int = 8
| Wis = 11
| Cha = 14
<!--  FEATS  -->
| Feat1 =  Penetrating Strike
| Feat2 =  Passing Trick
| Feat3 =  Mobility
| Feat4 =
  <!-- Just the feat name; will be autolinked, and ShortDesc added -->
<!--  SKILLS  -->
| Skill1 = Acrobatics
| Skill2 = Bluff
| Skill3 =
| Skill4 =
| NudgeSkill1 = +2
| NudgeSkill2 = +2
| NudgeSkill3 =
| NudgeSkill4 =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->
| Skill1Notes =
| Skill2Notes =
| Skill3Notes =
| Skill4Notes =
  <!-- Values: Text about conditional bonuses to skill (e.g. "+4 while in tall grass") -->
<!--  LANGUAGES  -->
| Languages = Umbral, Common
  <!-- Comma-separated list -->
<!--  SPECIAL ABILITIES  -->
<!--  ROLE-BASED SPECIAL ABILITIES -->
| HideRoleReminder1 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
| HideRoleReminder2 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
| HideRoleReminder3 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
| HideRoleReminder4 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
<!--  SPECIAL ABILITY 1  -->
| Ability-1-Name = Greater Poison
| Ability-1-Type = Ex, Poison
  <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" -->
| Ability-1-Concentration =
  <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it -->
| Ability-1-Description = Each time the colossal spider successfully bites a creature, that creature must make a Fortitude save, DC {{#var:Special1SaveDC}}, or become Poisoned.
: '''Greater Poison''' (Injury vector; [[Poisoned]] intensity)
: Fort DC {{#var:Special1SaveDC}}; Frequency: 1/rounds for 3 rounds
: Effect: {{#var:Special1-Ability-Dmg}} WIS and {{#var:Special1StandardDmg}} non-lethal damage per interval; fruition: Victim becomes [[Paralysed]] for one day, or until eaten.  Usually eaten.
  <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below -->
  <!-- Available Variables:
        {{#var:Special1ToHit}}          To-Hit
        {{#var:Special1TouchAttack}}    Touch To-Hit
        {{#var:Special1SaveDC}}          Save DC
        {{#var:Special1StandardDmg}}    Std Damage
        {{#var:Special1SwiftDmg}}        Swift Damage
        {{#var:Special1AlphaDmg}}        Alpha Damage
        {{#var:Special1-Ability-Dmg}}    Stat Damage
        {{#var:Special1-Hit-Points}}    Hit Points
        {{#var:Special1-Hit-Dice}}      Hit Dice
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
    -->
| NudgeAbility1ToHit =
  <!-- ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeAbility1TouchAttack =
  <!-- ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeAbility1SaveDC =
  <!-- ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
| NudgeAbility1StandardDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
| NudgeAbility1SwiftDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
| NudgeAbility1AlphaDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
| NudgeAbility1-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
| NudgeAbility1-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
| NudgeAbility1-HitDice =
  <!-- ADDER: use any positive or negative number, or leave blank. -->
<!--  SPECIAL ABILITY 2  -->
| Ability-2-Name = Poison Spray
| Ability-2-Type = Ex
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-2-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
| Ability-2-Description = As a standard action, the colossal spider may spray a 25-foot diameter mist of poison.  The area of this spray must begin in a square adjacent to the spider (cone area of effect).  Creatures in the area may make a Reflex save, DC {{#var:Special2SaveDC}}, to try to avoid the worst of the effects.  Those who fail the save take 9d6 points of acid damage and must make a Fortitude save against Greater Poison at a -2 penalty on the die (see above).  Those who succeed on the save take full acid damage, but do manage to avoid the poison.
:Colossal spiders have exactly enough ER to ignore the acid damage from Poison Spray.
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special2ToHit}}          To-Hit
        {{#var:Special2TouchAttack}}    Touch To-Hit
        {{#var:Special2SaveDC}}          Save DC
        {{#var:Special2StandardDmg}}    Std Damage
        {{#var:Special2SwiftDmg}}        Swift Damage
        {{#var:Special2AlphaDmg}}        Alpha Damage
        {{#var:Special2-Ability-Dmg}}    Stat Damage
        {{#var:Special2-Hit-Points}}    Hit Points
        {{#var:Special2-Hit-Dice}}      Hit Dice
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
    -->
| NudgeAbility2ToHit =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeAbility2TouchAttack =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeAbility2SaveDC =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
| NudgeAbility2StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
| NudgeAbility2SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
| NudgeAbility2AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
| NudgeAbility2-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
| NudgeAbility2-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
| NudgeAbility2-HitDice =
  <!-- ADDER: use any positive or negative number, or leave blank. -->
<!--  SPECIAL ABILITY 3  -->
| Ability-3-Name = Web
| Ability-3-Type = Ex
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-3-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
| Ability-3-Description = Once per round as a swift action, the colossal spider may select a 3x3 square (15-foot diameter) within 100 feet to fill with a sticky web.  Any creature in the radius must make a Reflex save, DC {{#var:Special3SaveDC}}, or become [[Immobilized]] and [[Entangled]].  Those who succeed on the save are only [[Entangled]].  The [[Immobilized]] condition can be broken by using a move action to make an Escape Artist check, DC {{#var:Challenging-Skill-DC}}.  The [[Entangled]] condition lasts until the end of any turn in which the creature is not in a space filled with webbing. 
:The colossal spider is immune to the effects of the web.
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special3ToHit}}          To-Hit
        {{#var:Special3TouchAttack}}    Touch To-Hit
        {{#var:Special3SaveDC}}          Save DC
        {{#var:Special3StandardDmg}}    Std Damage
        {{#var:Special3SwiftDmg}}        Swift Damage
        {{#var:Special3AlphaDmg}}        Alpha Damage
        {{#var:Special3-Ability-Dmg}}    Stat Damage
        {{#var:Special3-Hit-Points}}    Hit Points
        {{#var:Special3-Hit-Dice}}      Hit Dice
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
    -->
| NudgeAbility3ToHit =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeAbility3TouchAttack =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeAbility3SaveDC =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
| NudgeAbility3StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
| NudgeAbility3SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
| NudgeAbility3AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
| NudgeAbility3-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
| NudgeAbility3-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
| NudgeAbility3-HitDice =
  <!-- ADDER: use any positive or negative number, or leave blank. -->
<!--  SPECIAL ABILITY 4  -->
| Ability-4-Name =
| Ability-4-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-4-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
| Ability-4-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special4ToHit}}          To-Hit
        {{#var:Special4TouchAttack}}    Touch To-Hit
        {{#var:Special4SaveDC}}          Save DC
        {{#var:Special4StandardDmg}}    Std Damage
        {{#var:Special4SwiftDmg}}        Swift Damage
        {{#var:Special4AlphaDmg}}        Alpha Damage
        {{#var:Special4-Ability-Dmg}}    Stat Damage
        {{#var:Special4-Hit-Points}}    Hit Points
        {{#var:Special4-Hit-Dice}}      Hit Dice
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
    -->
| NudgeAbility4ToHit =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeAbility4TouchAttack =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeAbility4SaveDC =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
| NudgeAbility4StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
| NudgeAbility4SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
| NudgeAbility4AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
| NudgeAbility4-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
| NudgeAbility4-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
| NudgeAbility4-HitDice =
  <!-- ADDER: use any positive or negative number, or leave blank. -->
<!--  SPECIAL ABILITY 5  -->
| Ability-5-Name =
| Ability-5-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-5-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
| Ability-5-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special5ToHit}}          To-Hit
        {{#var:Special5TouchAttack}}    Touch To-Hit
        {{#var:Special5SaveDC}}          Save DC
        {{#var:Special5StandardDmg}}    Std Damage
        {{#var:Special5SwiftDmg}}        Swift Damage
        {{#var:Special5AlphaDmg}}        Alpha Damage
        {{#var:Special5-Ability-Dmg}}    Stat Damage
        {{#var:Special5-Hit-Points}}    Hit Points
        {{#var:Special5-Hit-Dice}}      Hit Dice
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
    -->
| NudgeAbility5ToHit =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeAbility5TouchAttack =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeAbility5SaveDC =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
| NudgeAbility5StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
| NudgeAbility5SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
| NudgeAbility5AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
| NudgeAbility5-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
| NudgeAbility5-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
| NudgeAbility5-HitDice =
  <!-- ADDER: use any positive or negative number, or leave blank. -->
<!--  SPECIAL ABILITY 6  -->
| Ability-6-Name =
| Ability-6-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-6-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
| Ability-6-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special6ToHit}}          To-Hit
        {{#var:Special6TouchAttack}}    Touch To-Hit
        {{#var:Special6SaveDC}}          Save DC
        {{#var:Special6StandardDmg}}    Std Damage
        {{#var:Special6SwiftDmg}}        Swift Damage
        {{#var:Special6AlphaDmg}}        Alpha Damage
        {{#var:Special6-Ability-Dmg}}    Stat Damage
        {{#var:Special6-Hit-Points}}    Hit Points
        {{#var:Special6-Hit-Dice}}      Hit Dice
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
    -->
| NudgeAbility6ToHit =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeAbility6TouchAttack =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeAbility6SaveDC =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
| NudgeAbility6StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
| NudgeAbility6SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
| NudgeAbility6AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
| NudgeAbility6-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
| NudgeAbility6-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
| NudgeAbility6-HitDice =
  <!-- ADDER: use any positive or negative number, or leave blank. -->
<!--  SPECIAL ABILITY 7  -->
| Ability-7-Name =
| Ability-7-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-7-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
| Ability-7-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special7ToHit}}          To-Hit
        {{#var:Special7TouchAttack}}    Touch To-Hit
        {{#var:Special7SaveDC}}          Save DC
        {{#var:Special7StandardDmg}}    Std Damage
        {{#var:Special7SwiftDmg}}        Swift Damage
        {{#var:Special7AlphaDmg}}        Alpha Damage
        {{#var:Special7-Ability-Dmg}}    Stat Damage
        {{#var:Special7-Hit-Points}}    Hit Points
        {{#var:Special7-Hit-Dice}}      Hit Dice
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
    -->
| NudgeAbility7ToHit =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeAbility7TouchAttack =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeAbility7SaveDC =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
| NudgeAbility7StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
| NudgeAbility7SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
| NudgeAbility7AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
| NudgeAbility7-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
| NudgeAbility7-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
| NudgeAbility7-HitDice =
  <!-- ADDER: use any positive or negative number, or leave blank. -->
<!--  SPECIAL ABILITY 8  -->
| Ability-8-Name =
| Ability-8-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-8-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
| Ability-8-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special8ToHit}}          To-Hit
        {{#var:Special8TouchAttack}}    Touch To-Hit
        {{#var:Special8SaveDC}}          Save DC
        {{#var:Special8StandardDmg}}    Std Damage
        {{#var:Special8SwiftDmg}}        Swift Damage
        {{#var:Special8AlphaDmg}}        Alpha Damage
        {{#var:Special8-Ability-Dmg}}    Stat Damage
        {{#var:Special8-Hit-Points}}    Hit Points
        {{#var:Special8-Hit-Dice}}      Hit Dice
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
    -->
| NudgeAbility8ToHit =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


=== GENERAL ===
| NudgeAbility8TouchAttack =  
'''CR''' 17  '''Hit Dice''' 26
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


'''XP''' 102,400
| NudgeAbility8SaveDC =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->


NE Colossal Vermin
| NudgeAbility8StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


'''Init''' +7; '''Senses''' [[Low-Light Vision]] 240 ft., Perception +26
| NudgeAbility8SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility8AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


=== DEFENSE ===
| NudgeAbility8-AbilityDamage =  
'''AC''' 39, '''touch''' 29, '''flat-footed''' 34 (+10 armor, +5 dex, +7 natural, +7 deflection)
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->


'''hp''' 426
| NudgeAbility8-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->


'''Fort''' +20, '''Ref''' +16, '''Will''' +16
| NudgeAbility8-HitDice =
  <!-- ADDER: use any positive or negative number, or leave blank. -->


'''Aura:''' -


'''SR:''' -


'''Special Defenses:''' DR 10/Cold Iron, ER 54/Acid
<!--  SPECIAL ABILITY 9  -->


'''Immunities:''' Poison
| Ability-9-Name =


'''Weaknesses:''' -
| Ability-9-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->


| Ability-9-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->


=== OFFENSE ===
| Ability-9-Description =  
'''Speed''' 60 ft., [[Greater Climb]] 60 ft.
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special91ToHit}}          To-Hit
        {{#var:Special9TouchAttack}}    Touch To-Hit
        {{#var:Special9SaveDC}}          Save DC
        {{#var:Special9StandardDmg}}    Std Damage
        {{#var:Special9SwiftDmg}}        Swift Damage
        {{#var:Special9AlphaDmg}}        Alpha Damage
        {{#var:Special9-Ability-Dmg}}    Stat Damage
        {{#var:Special9-Hit-Points}}    Hit Points
        {{#var:Special9-Hit-Dice}}      Hit Dice
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
    -->


'''Space / Reach:'''  25 ft. / 25 ft.
| NudgeAbility9ToHit =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


'''Single Melee''' Bite +28 (3d8+19/x2) plus Greater Poison
| NudgeAbility9TouchAttack =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


'''Full Melee''' 2x Bite +28 (3d8+19/x2) plus Greater Poison
| NudgeAbility9SaveDC =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->


'''Ranged''' none, but see Poison Spray
| NudgeAbility9StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


'''Special Attacks''' Greater Poison, Poison Spray, Web
| NudgeAbility9SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


'''Action Points''' 0
| NudgeAbility9AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility9-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->


=== STATISTICS ===
| NudgeAbility9-HitPoints =  
'''Str''' 30, '''Dex''' 17, '''Con''' 25, '''Int''' 8, '''Wis''' 11, '''Cha''' 14
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->


'''Base Atk''' +17; '''CMB''' +28; '''Maneuver Defense:''' 35
| NudgeAbility9-HitDice =
  <!-- ADDER: use any positive or negative number, or leave blank. -->


'''Feats''' -


'''Skills''' Acrobatics +26


'''Languages''' Umbral, Common (both languages in older spiders only; young spiders can understand, but only mimic)
<!--  COMBAT TACTICS  -->


| CombatTactics = Despite being quite bright for vermin, colossal spiders are only successful predators because of how powerful they are.  They rarely attempt to ambush (given their size, this is not surprising), and mostly just charge their prey, slowing them with webs, and attempting to bite and poison them to death.  Colossal Spiders are insanely fast and agile for their size, and their physical prowess combined with an abundance of limbs makes them astonishingly capable in melee combat. 


=== SPECIAL ABILITIES ===
:Due to their size, they will charge in fearlessly and use a stepover on creatures of size Large or smaller.  Their Maneuvers feat raises their armor class against attacks of opportunity, and they will use their remarkable Acrobatics skill combined with their Passing Trick feat to Feint opponents, as they seem to be moving to one place, and then with a flurry of tree-trunk sized limbs, they are in another place entirely.  Once in melee, their huge fangs hit extremely hard, piercing five points of DR with each melee attack.  
; Greater Poison
Each time the colossal spider successfully bites a creature, that creature must make a Fortitude save, DC 25, or become poisoned.


:* Greater Poison - Injury; save Fort DC 25; frequency 1/round for 10 rounds; effect 4d6+2 non-lethal hit points, 2d4 Str; cure 2 consecutive saves. The save DC is Constitution-based.
:Their poison is extremely nasty, and can quickly take down their prey if left untreated.


:They will use their poison spray in any round where a full attack is unlikely, they are having trouble hitting an elusive foe, or when they can strike 3 or more creatures with it.  They are all able to resist their own acid, and will use their poison without hesitation in close quarters.


; Poison Spray
: Colossal spiders will run from a fight if it becomes obvious they cannot winTheir favored retreat tactic is to make a withdraw maneuver and use their high Climb speed to vault up any nearby trees, cliffs, or buildings and away.
As a standard action, the colossal spider may spray a 25-foot diameter mist of poisonThe area of this spray must begin in a square adjacent to the spider (cone area of effect).  Creatures in the area may make a Reflex save, DC 25, to try to avoid the worst of the effects.  Those who fail the save take 9d6 points of acid damage and must make a Fortitude save against Greater Poison (see above).  Those who succeed on the save take only half damage and gain a +4 bonus to their Fortitude save to resist the poison.


Colossal spiders have exactly enough ER to ignore the acid damage from Poison Spray.




; Web
<!--  OUT OF COMBAT  -->
Once per round as a swift action, the colossal spider may select a 3x3 square (15-foot diameter) within 100 feet to fill with a sticky web.  Any creature in the radius must make a Reflex save, DC 25, or become [[Immobilized]] and [[Entangled]].  Those who succeed on the save are only [[Entangled]].  The [[Immobilized]] condition can be broken by using a move action to make an Escape Artist check, DC 31.  The [[Entangled]] condition lasts until the end of any turn in which the creature is not in a space filled with webbing. 


The colossal spider is immune to the effects of the web.
| OutOfCombat =




=== TREASURE ===
sell value of approximately 26,667 gp


<!--  TREASURE AND XP  -->


=== COMBAT TACTICS ===
| TreasureNotes = Colossal Spider treasure is almost always gained from the sale of their harvested venom sacs, which are extremely valuable to capable users of such things.
Despite being quite bright for vermin, colossal spiders are only successful predators because of who powerful they are.  They rarely attempt to ambush (given their size, this is not surprising), and mostly just charge their prey, slowing them with webs, and attempting to bite and poison them to death.


Their poison is extremely nasty, and can quickly take down their prey. 
| XPNotes =


They will use poison spray in any round where a full attack is unlikely or when they can strike 3 or more creatures with it.


Colossal spiders will run from a fight if it becomes obvious they cannot win.
}}

Revision as of 04:52, 8 August 2017

Colossal Spider (CR 17)

Neutral Evil - Colossal - Vermin
Lore: Know (Nature)
34 49
Basic DC Full DC
Initiative
Initiative Icon 2.png
35
Perception:
42 +32
Passive Active
Ambush:
10+
on a d20

Senses:

Movement Types:

Defense

AC
Shield Icon 3.png
40
Man Def
Shield Icon 3.png
40
Monster Health
611 305 32
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +19
Refl: +14
Will: +14

Strong Against:

  • DR 10/Cold Iron, ER 54/Acid
  • Poison
Weak Against:

Offense

Size: Colossal
25 ft. 25 ft.
Space Reach
To-Hit
+25
Sword Icon 3.png
Man Off
+30
Sword Icon 3.png
Action
0
Points

Standard Attack (Melee):

  • 1x Colossal Fangs +25 (4d10+24/x2)
    as undefined damage type
    plus Greater Poison

Full Attack (Melee):

  • 2x Colossal Fangs +25 (4d10+24/x2)
    as undefined damage type
    plus Greater Poison

Standard Attack (Ranged):

  • 1x none, but see Poison Spray +25 (4d10+24/x2)
    as undefined damage type

Full Attack (Ranged):

Siege Damage: Not siege capable

Statistics

30
STR
17
DEX
25
CON
8
INT
11
WIS
14
CHA

Skills:

Languages: Umbral, Common

Feats:

Special Abilities

Greater Poison (Ex, Poison)

Each time the colossal spider successfully bites a creature, that creature must make a Fortitude save, DC , or become Poisoned.

Greater Poison (Injury vector; Poisoned intensity)
Fort DC ; Frequency: 1/rounds for 3 rounds
Effect: WIS and non-lethal damage per interval; fruition: Victim becomes Paralysed for one day, or until eaten. Usually eaten.
Poison Spray (Ex)

As a standard action, the colossal spider may spray a 25-foot diameter mist of poison. The area of this spray must begin in a square adjacent to the spider (cone area of effect). Creatures in the area may make a Reflex save, DC , to try to avoid the worst of the effects. Those who fail the save take 9d6 points of acid damage and must make a Fortitude save against Greater Poison at a -2 penalty on the die (see above). Those who succeed on the save take full acid damage, but do manage to avoid the poison.

Colossal spiders have exactly enough ER to ignore the acid damage from Poison Spray.
Web (Ex)

Once per round as a swift action, the colossal spider may select a 3x3 square (15-foot diameter) within 100 feet to fill with a sticky web. Any creature in the radius must make a Reflex save, DC , or become Immobilized and Entangled. Those who succeed on the save are only Entangled. The Immobilized condition can be broken by using a move action to make an Escape Artist check, DC . The Entangled condition lasts until the end of any turn in which the creature is not in a space filled with webbing.

The colossal spider is immune to the effects of the web.
Colossal Spider

Colossal Spider

Colossal spiders are, as their name suggests, really big spiders. They are somewhat rare, since they require quite a bit of food, and are most frequently seen immediately after they have hatched, typically in a group with their kin. These outbreaks of colossal spiders tend to terrorize the region for a few days to a week, until the spiders turn on each other for food. In the meantime, local wildlife, villages and any communities not able to establish a vigorous defense are at high risk of being annihilated.

Colossal spiders stand 20 to 25 feet tall, and their legs can span as wide as 50 feet, though when walking, they are usually around 25 feet apart. Colossal spiders, despite their prodigious size, tend to prey on size medium creatures almost exclusively, only tackling larger prey when smaller prey is unavailable. A typical colossal spider will eat 5 to 10 medium-sized creatures per day, given the opportunity, though they can subsist on only 3-4 per week, if necessary.

One peculiarity of colossal spiders is that they are intelligent, and some are even capable of speech. It is unclear if this is a form of mimicry, meant to attract prey, or actual communication. It is thought that colossal spiders actually originate from the fey courts of the First World, and that this origin is the reason for their unusual ability to speak.

Combat Tactics

Despite being quite bright for vermin, colossal spiders are only successful predators because of how powerful they are. They rarely attempt to ambush (given their size, this is not surprising), and mostly just charge their prey, slowing them with webs, and attempting to bite and poison them to death. Colossal Spiders are insanely fast and agile for their size, and their physical prowess combined with an abundance of limbs makes them astonishingly capable in melee combat.

Due to their size, they will charge in fearlessly and use a stepover on creatures of size Large or smaller. Their Maneuvers feat raises their armor class against attacks of opportunity, and they will use their remarkable Acrobatics skill combined with their Passing Trick feat to Feint opponents, as they seem to be moving to one place, and then with a flurry of tree-trunk sized limbs, they are in another place entirely. Once in melee, their huge fangs hit extremely hard, piercing five points of DR with each melee attack.
Their poison is extremely nasty, and can quickly take down their prey if left untreated.
They will use their poison spray in any round where a full attack is unlikely, they are having trouble hitting an elusive foe, or when they can strike 3 or more creatures with it. They are all able to resist their own acid, and will use their poison without hesitation in close quarters.
Colossal spiders will run from a fight if it becomes obvious they cannot win. Their favored retreat tactic is to make a withdraw maneuver and use their high Climb speed to vault up any nearby trees, cliffs, or buildings and away.

Out of Combat

Rewards

XP: 102,400

Treasure: Sellable Goods worth 51,444 gp.

Weight: 170 lbs.     Volume: 6.8 cu. ft.
  • Colossal Spider treasure is almost always gained from the sale of their harvested venom sacs, which are extremely valuable to capable users of such things.

Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.

Table 1: Remnant(s) Found
1 - 10 Nothing Found
11 - 14 1 Languid Remnant (tier 1)
15 - 17 1 Pale Remnant (tier 2)
18 - 19 1 Bright Remnant (tier 3)
20 Roll on Table 2
### Nothing to see here!
### Or here. Move along.
Table 2: Remnant(s) Found
1 - 5 3 Languid Remnants (tier 1)
6 - 10 3 Pale Remnants (tier 2)
11 - 14 1 Intense Remnant (tier 4)
15 - 17 1 Blazing Remnant (tier 5)
18 - 19 1 Vital Remnant (tier 6)
20 Roll on Table 3
### Or here. Move along.
Table 3: Remnant(s) Found
1 - 5 3 Bright Remnants (tier 3)
6 - 8 3 Intense Remnants (tier 4)
9 - 11 3 Blazing Remnants (tier 5)
12 - 14 3 Vital Remnants (tier 6)
15 - 17 1 Prime Remnant (tier 7)
18 - 19 1 Mythic Remnant (tier 8)
20 1 Empyrean Remnant (tier 9)