A large and poisonous spider that will devour anything it can bring down, even creatures larger than itself. Humans have been known to fall prey to this carnivorous arachnid. The tarantula’s silk is incredibly strong and can support its huge body as it swings through the shadowy caves it likes to call home. Once stuck in its stick threads, prey is caught fast and escape is impossible. They rarely appear in near towns, preferring dark and dank places which are rarely popular with people. But if you are passing through a cave or ruin, keep one eye on the darkness overhead…
Tarantula (CR 1)
N Medium Vermin
Init: +3; Senses Darkvision 60 ft., Tremorsense 60 ft.; Perception +4
AC 14, touch 13, flat-footed 11 (+3 dex, +1 natural)
hp 16  (3d8+3)
Fort +4, Ref +4, Will +1
Immune mind-affecting effects
Speed 30 ft., Climb 30 ft.
Melee Bite +2 (1d6 plus poison)
Special Attack Critical Attack, Web (+5 ranged, DC 12, hp 3)
Str 11, Dex 17, Con 12, Int -, Wis 10, Cha 2
Base Atk +2; CMB +2; CMD 15 (27 vs. trip)
Skills Climb +16, Perception +4 (+8 in webs), Stealth +7 (+11 in web); Racial Modifiers +4 Perception (+8 in webs), +4 Stealth (+8 in web), +16 Climb
Critical Attack (Ex)
Once every 1d4 rounds as a standard action, the tarantula can inflict more pain than normal. If they succeed at hitting with their bite attack, the damage is 1d6 x 1.5 for total damage.
Bite – injury; save Fort DC 12; frequency 1/round for 4 rounds; effect 1d2 Strength damage; cure 1 save.