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Gremlin Spiderspawn (3pp)

Half gremlin, half spider, this ugly monster stands as tall as a man. Its segmented eyes reflect whatever it looks at like thousands of tiny mirrors.

Gremlin Spiderspawn
CR 5

XP 1,600
CE Medium fey
Init +4; Senses darkvision 120 ft., low-light vision; Perception +6

DEFENSE

AC 18, touch 12, flat-footed 16 (+2 Dex, +6 natural)
hp 37 (5d6+20) Fort +4, Ref +9, Will +6 DR 5/cold iron; SR 16

OFFENSE

Speed 40 ft., climb 40 ft.
Melee bite +7 (1d3+4 plus poison), 2 slams +6 (1d4+4)
Spell-Like Abilities (CL 3rd; concentration +5)

At willdetect magic
1/hourdimension door (self plus 5 lbs. only)

STATISTICS

Str 18, Dex 15, Con 17, Int 15, Wis 12, Cha 14
Base Atk +2; CMB +6; CMD 18 (30 vs. trip)
Feats Lightning Reflexes, Toughness, Weapon Focus (bite)
Skills Bluff +6, Climb +20, Disable Device +9, Escape Artist +8, Perception +6, Sleight of Hand +8, Stealth +16, Use Magic Device +6
Languages Undercommon

SPECIAL ABILITIES

Magic Bag (Su)

A spiderspawn always carries its pouch with it. This pouch contains an extradimensional space and operates like a bag of holding (type I). If this pouch is separated from the spiderspawn, all of its former contents are lost, and it becomes a normal bag that contains a number of coins equal to double the treasure value of a creature of the gremlin's CR. A spiderspawn that loses its pouch must create a new one, a process that takes 1d4 days. Until the new pouch is finished, it remains a non-magical bag, only becoming a fully functional extradimensional space once completed.

Poison (Ex)

Bite—injury; save Fort DC 14; frequency 1/round for 6 rounds; effect 1d2 Str; cure 1 save. The save DC is Constitution-based.



Gremlin spiderspawn art by Raynaldo Perez. Used with permission.