Shade
Monster Junkie
Here's the revised sword spider...
Sword Spider
Large Vermin
Hit Dice: 5d8+10 (39 hp)
Initiative: +0
Speed: 20 ft. (2 squares), climb 20 ft.
Armor Class: 17 (-1 size, +8 natural), touch 9, flat-footed 17
Base Attack/Grapple: +3/+11
Attack: Leg +6 melee (1d6+4) or bite +1 melee (1d8+2 plus poison)
Full Attack: 8 legs +6 melee (1d6+4) and bite +1 melee (1d8+2 plus poison)
Space/Reach: 10 ft./5 ft.
Special Attacks: Impalement, poison
Special Qualities: Darkvision 60 ft., vermin traits
Saves: Fort +6, Ref +1, Will +1
Abilities: Str 18, Dex 10, Con 14, Int -, Wis 11, Cha 3
Skills: Climb +12, Hide +0, Jump +4, Spot +12
Feats: -
Environment: Warm forest and underground
Organization: Solitary or brood (2-5 in drow pens)
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: -
Level Adjustment: +3
Impalement (Ex): Against formidable prey, a sword spider jumps high into the air to land atop an opponent, with all eight legs together in a tight mesh of blades. It makes only a single attack roll (+5 melee), but if that attack is successful, the opponent takes damage from three leg blades if size Small or smaller, four blades if Medium, five blades if Large, six if Huge, and all eight if Gargantuan or larger. If the spider descends more than 20 feet to make this attack, it adds +1 point of damage to each leg.
Poison (Ex): Bite, Fortitude DC 16; initial and secondary damage 1d6 Strength. The save DC is Constitution-based.
Skills: Sword spiders have racial bonuses of +4 on Hide checks, +6 on Jump checks, and +12 on Spot checks.
A sword spider has a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.
Sword Spider
Large Vermin
Hit Dice: 5d8+10 (39 hp)
Initiative: +0
Speed: 20 ft. (2 squares), climb 20 ft.
Armor Class: 17 (-1 size, +8 natural), touch 9, flat-footed 17
Base Attack/Grapple: +3/+11
Attack: Leg +6 melee (1d6+4) or bite +1 melee (1d8+2 plus poison)
Full Attack: 8 legs +6 melee (1d6+4) and bite +1 melee (1d8+2 plus poison)
Space/Reach: 10 ft./5 ft.
Special Attacks: Impalement, poison
Special Qualities: Darkvision 60 ft., vermin traits
Saves: Fort +6, Ref +1, Will +1
Abilities: Str 18, Dex 10, Con 14, Int -, Wis 11, Cha 3
Skills: Climb +12, Hide +0, Jump +4, Spot +12
Feats: -
Environment: Warm forest and underground
Organization: Solitary or brood (2-5 in drow pens)
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: -
Level Adjustment: +3
Impalement (Ex): Against formidable prey, a sword spider jumps high into the air to land atop an opponent, with all eight legs together in a tight mesh of blades. It makes only a single attack roll (+5 melee), but if that attack is successful, the opponent takes damage from three leg blades if size Small or smaller, four blades if Medium, five blades if Large, six if Huge, and all eight if Gargantuan or larger. If the spider descends more than 20 feet to make this attack, it adds +1 point of damage to each leg.
Poison (Ex): Bite, Fortitude DC 16; initial and secondary damage 1d6 Strength. The save DC is Constitution-based.
Skills: Sword spiders have racial bonuses of +4 on Hide checks, +6 on Jump checks, and +12 on Spot checks.
A sword spider has a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.