Shadowpact Tarantula

Level 6
Creature· animalRareLargeRemaster
AC
21
HP
135
Speed
30 ft.
Perception
+14
Fort
+15
Ref
+13
Will
+10
Senses darkvision
Skills athletics +16, stealth +11, acrobatics +9
Other Speeds climb 30 ft.
Recall Knowledge DC 27 (nature)

Attacks

Melee Fangs +17, Damage 2d8+8 piercing
Melee Leg +17 (reach 10 ft.), Damage 1d12+8 bludgeoning

Abilities

Giant Tarantula Venom

Saving Throw DC 23 fortitude


Maximum Duration 8 rounds

Stage 1 1d10 poison damage (1 round)

Stage 2 1d12 poison damage, Clumsy 1, and Off-Guard (1 round)

Stage 3 2d6 poison damage, Clumsy 2, and off-guard (1 round)

Stage 4 2d6 poison damage and Paralyzed (1 round)

Hair Barrage◆◆

The tarantula flicks its legs, flinging spiky hairs in a 15-foot area. This deals 4d6 piercing damage with a DC 25 reflex save.

Hazard Immunity

The shadowpact tarantula never triggers the reactions of hazards in its own lair and is immune to the negative consequences of damaging area effects created by hazards in its lair (so if a PC set off a hazard that released a Fireball inside its lair, it would not take damage from the fireball even if it was within the fireball's area).

Knockdown

Tarantulas are ambush predators, but will attack prey in the open.


Few everyday vermin inspire as much dread as the infamous spider.