XP 3,200
N Huge aberration
Init +3; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4
AC 21, touch 9, flat-footed 20 (+1 Dex, +12 natural, –2 size)
hp 95 (10d8+50)
Fort +8, Ref +4, Will +7
Defensive Abilities barbed hairs
Speed 30 ft., climb 30 ft.
Melee bite +15 (2d6+15 plus disease and poison)
Ranged barbed hairs +8 touch (nausea)
Space 20 ft.; Reach 20 ft.
Str 31, Dex 17, Con 20, Int 2, Wis 10, Cha 2
Base Atk +7; CMB +19; CMD 32 (44 vs. trip)
Skills Climb +26, Perception +4, Stealth –1; Racial Modifiers +8 Climb, +4 Perception, +4 Stealth
Environment any forests
Organization solitary, pair, or colony (3–8)
Treasure incidental
Barbed Hairs (Ex) A spiderrat can launch barbed hairs from its back at a creature as a ranged touch attack (range increment 20 feet). A creature struck by these hairs must make a DC 22 Fort save or be nauseated for 1d6 rounds. A creature that attacks a spiderrat with a non-reach melee weapon must make a DC 22 Reflex save to avoid being struck by these hairs. The save DC is Con-based.
Disease (Ex) Filth fever: Bite—injury; save Fort DC 20; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. The save DC is Constitution-based.
Poison (Ex) Bite—injury; save Fort DC 22; frequency 1/round for 6 rounds; effect 1d6 Str; cure 2 consecutive saves. Save DC is Con-based with a +2 racial bonus.