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Pathfinder

Compendium

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Spider Swarm

An awful, scuttling mass of legs and mandibles scrambles forward out of the Darkness.

The sight of a carpet of swarming spiders is unsettling indeed—particularly when the swarm is made up of spiders each the size of a gold coin and possessing blade-like mandibles capable of lacerating flesh with sickening ease. A swarm of spiders is a colonial mass of arachnids that relies on overwhelming much larger prey with sheer numbers rather than catching smaller snacks. While spider swarms spin webs, these webs are incapable of catching larger prey and typically serve the swarm as a lair rather than a method of capturing dinner.

Special Abilities

Poison (Ex) Swarm—injury; Save Fort DC 11; Frequency 1/round for 2 rounds; Effect 1d2 Str; Cure 1 save. The save DC is Constitution-based.

Attributes

Spider Swarm

CR 1

  • XP

    400
  • N Diminutive vermin (swarm)
  • Init

    +3;

    Senses

    darkvision 60 ft., tremorsense 30 ft.;Perception +4
  • DEFENSE

  • AC

    17, touch 17, flat-footed 14 (+3 Dex, +4 size)
  • hp

    9(2d8)
  • Fort

    +3,

    Ref

    +3,

    Will

    +0
  • Defensive Abilities

    swarm traits;

    Immunities

    mind-affecting effects, weapon damage;
  • OFFENSE

  • Speed

    20 ft., climb 20 ft.
  • Attacks

    swarm — (1d6 / );
  • Melee

    Swarm (1d6 Plus Poison And Distraction)
  • Special Attacks

    Distraction (Dc 11)
  • Reach

    0 ft.
  • Special Attacks

    Distraction( DC 11); Poison( 1d2, DC 11);
  • STATISTICS

  • Str

    1,

    Dex

    17,

    Con

    10,

    Int

    —,

    Wis

    10,

    Cha

    2
  • Base Atk

    +1;

    CMB

    —;

    CMD

  • Feats

  • Skills

    Climb +11 Perception +4 ;

    Racial Modifiers

    +4 Perception
  • Languages

  • ECOLOGY

  • Environment

    any
  • Organization

    solitary, pair, tangle (3–6 swarms) or colony (11–20 swarms)
  • Treasure

    none
  • Special Abilities

  • Poison (Ex)

    Swarm—injury; save Fort DC 11; frequency 1/round for 2 rounds; effect 1d2 Str; cure 1 save. The save DC is Constitution-based.

    Darkvision (Ex or Su)

    A creature with darkvision can see in total darkness, usually to a range of 60 feet. Within this range, the creature can see as clearly as a sighted creature could see in an area of bright light. Darkvision is black and white only but otherwise like normal sight.

    Tremorsense (Ex)

    The creature is sensitive to vibrations in the ground and can automatically pinpoint the location of anything that is in contact with the ground. Aquatic creatures with tremorsense can also sense the location of creatures moving through water. The ability’s range is specified in the creature’s descriptive text.

    Swarm Traits (Traits)

    Creatures with the swarm subtype don’t make standard melee attacks. Instead, they deal automatic damage to any creature whose space they occupy at the end of their move, with no attack roll needed. Swarm attacks are not subject to a miss chance for concealment or cover. A swarm’s statistics block has “swarm” in the Melee entries, with no attack bonus given. The amount of damage a swarm deals is based on its Hit Dice. A swarm’s attacks are nonmagical, unless the swarm’s description states otherwise. Damage reduction sufficient to reduce a swarm attack’s damage to 0, being incorporeal, or other special abilities usually give a creature immunity (or at least resistance) to damage from a swarm. Some swarms also have acid, blood drain, poison, or other special attacks in addition to normal damage. Swarms do not threaten creatures, and do not make attacks of opportunity with their swarm attack. However, they distract foes whose squares they occupy, as described below. Swarms possess the distraction universal monster rule. Spellcasting or concentrating on spells within the area of a swarm requires a caster level check (DC 20 + spell level). Using skills that involve patience and concentration requires a DC 20 Will save.