Deathjump Spider

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Deathjump Spider (CR 4)

Neutral - Medium - Vermin
Lore: Know (Nature)
8 22
Basic DC Full DC
Initiative
Initiative Icon 2.png
8
Perception:
17 +7
Passive Active
Ambush:
10+
on a d20

Senses:

Movement Types:

Defense

AC
Shield Icon 3.png
20
Man Def
Shield Icon 3.png
19
Monster Health
64 32 6
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +2
Refl: +7
Will: +2

Strong Against:

Weak Against:

Offense

Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+7
Sword Icon 3.png
Man Off
+7
Sword Icon 3.png
Action
0
Points

Standard Attack (Melee):

  • 1x Clicking Mandibles +7 (1d10+4/x2)
    as piercing (physical, common)
    plus Spider Venom

Full Attack (Melee):

  • 2x Clicking Mandibles +7 (1d10+4/x2)
    as piercing (physical, common)
    plus Spider Venom

Standard Attack (Ranged):

Full Attack (Ranged):

Siege Damage: Not siege capable

Statistics

17
STR
18
DEX
15
CON
1
INT
14
WIS
8
CHA

Skills:

Languages:

Feats:

Special Abilities

Spider Venom (Ex) Auto Upon Bite

Any successful bite attack from a Deathjump Spider also has a chance of inflicting a weak poison:

Spider Venom    (Injury vector; Tainted intensity)
Save: Fort DC 16;     Frequency: 1/round for 3 rounds
Effect: Torpid and 1d8+3 points of poison (physical, uncommon) per interval
Fruition: Target remains Torpid and cannot be cured (overrides 'ended by' of condition).
Fruition Duration: 1d4 hours
Prodigious Leap (Su) Move Action 1/Enc

Once per encounter as a move action, the spider may move 50 feet without provoking attacks of opportunity. This movement is treated exactly like a 5-foot step, except much further.

Death From Above (Su) Standard Action 1/Enc

Once per encounter as a standard action, the deathjump spider leaps at its prey and attacks with a poisonous bite. This leap can be up to 30 feet in length, and does not provoke attacks of opportunity. On a hit, Death from Above does the normal Bite damage listed above, including the chance for poison. If the target is flat-footed, Death from Above also does 1d8+3 of precision damage and knocks the target Prone. A Reflex save, DC 16, can be made to avoid the Prone condition.

Soft Fall (Ex) Automatic

Deathjump Spiders ignore the first 30 feet of all falls before calculating falling damage. This allows them to use Death From Above from directly above their prey with no penalties.

Deathjump Spider

Deathjump Spider

Monstrous spiders are among the most spine-chilling foes you can encounter in a dark, horrible place, and among them, the Deathjump Spider holds a special place as a truly frightening thing to bump into. Their extremely high Stealth skill and ability to attack and retreat with incredible speed makes these terrors frightening far beyond their considerable abilities.

Combat Tactics

Deathjump Spiders are quite simple. They hide with their very good Stealth skill and as soon as they sense creatures with their Tremorsense, they attack with Death From Above. If they gain surprise they will concentrate on their prone victim. If they are taking damage and few of their victims are prone, they will use Prodigious Leap to disengage and then withdraw.

Out of Combat

Deathjump Spiders are not quite mindless, but they are very much driven by instinct. They know enough to avoid fire and bright light, such as daylight, and they like high, dark places. This means they love caves and dungeons with high ceilings, and can also be found in trees in large, dark forests, or in mountainous, hilly, terrain, and menacingly, they are often found in large, ruined buildings, both in the wilderness, and in cities. Deathjump Spiders tolerate the bustling activity of a city without trouble and typically leap and climb high and hide in dark nooks. Their habits and instincts mesh well with the common tendency among nearly all humanoids to rarely, if ever, look up.

Rewards

XP: 1,200

Treasure: Sellable Goods worth 1,188 gp.

Weight: 40 lbs.     Volume: 1.6 cu. ft.

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)