Bestiary‎ > ‎(Bestiary) By Type‎ > ‎Magical Beasts‎ > ‎

Corpsespinner

A massive, bone-white tarantula is the only way to describe this monster. Bands of gray and silver ring its abdomen and legs, and its body is covered in short, bristly hairs of white and silver. A large skull-like marking appears on the creature’s thorax. Its eight eyes are stark white.

CORPSESPINNER CR 11

XP 12,800
N Huge magical beast (extraplanar)
Init
+7; Senses astralsense, darkvision 60 ft., low-light vision; Perception +10

DEFENSE

AC 25, touch 11, flat-footed 22 (+3 Dex, +14 natural, –2 size)
hp
127 (15d10+45)
Fort
+12; Ref +12; Will +7

OFFENSE

Speed 40 ft., climb 20 ft.
Melee
bite +18 (2d8+7/19–20 plus poison)
Space
15 ft.; Reach 15 ft.
Special Attacks
create corpsespun, web (ranged touch +16, DC 28, 15 hp)

STATISTICS

Str 20, Dex 17, Con 17, Int 7, Wis 15, Cha 10
Base Atk
+15; CMB +22; CMD 35 (47 vs. trip)
Feats Ability
Focus (poison), Alertness, Combat Reflexes, Improved Initiative, Improved Critical (bite), Improved Natural Attack (bite), Power Attack, Skill Focus (Stealth)
Skills
Climb +17, Perception +10, Sense Motive +8, Stealth +8
Languages
Aklo
SQ
astral jaunt

SPECIAL ABILITIES

Astral Jaunt (Su)

A corpsespinner can shift from the Astral Plane to the Material Plane as a free action, and shift back again as a move action (or as part of a move action). The ability is otherwise identical to ethereal jaunt (CL 15th) except it accesses the Astral Plane.

Astralsense (Su)

A corpsespinner can automatically detect the location of anything within 200 feet of it on the Astral Plane.

Create Corpsespun (Su)

Creatures slain by a corpsespinner but not devoured rise in 1 hour as a corpsespun creature.

Poison (Ex)

Bite—injury; save Fort DC 22; frequency 1/round for 4 rounds; effect 2d6 Intelligence damage, death at 0 Intelligence and rise as a corpsespun after 1 hour; cure 2 consecutive saves. The save DC is Constitution-based.

Web (Ex)

As the standard ability but with range 80 ft. In addition the checks include both a +4 bonus because the webs are constructed of astral material and a +4 racial bonus. The corpsespinner cannot produce the magical astral webs during combat.

Source
Tome of Horrors Complete
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