Advanced elite fiendish large monstrous spider
CE Large magical beast (extraplanar)
Init +5; Senses darkvision 60 ft, tremorsense 60 ft, Listen +1, Spot +5
AC 16 (–1 size, +5 Dex, +2 natural), touch 14, flat-footed 11
hp 52 (7 HD); DR 5/magic
Resist cold 5, fire 5; SR 12
Fort +8, Ref +7, Will +3
Spd 30 ft, climb 20 ft
Melee bite +7 (1d8+4 plus poison)
Space 10 ft; Reach 5 ft
Base Atk +5; Grp +12
SA poison (DC 16, 1d6 Str/1d6 Str), smite good 1/day (+7 dmg), web
Abilities Str 17, Dex 20, Con 16, Int 3, Wis 12, Cha 2
SQ vermin traits
Skills Climb +11, Hide +3 (+11 when using webs), Jump +2, Move Silently +0 (+8 when using webs), Spot +4
Tremorsense (Ex): Can detect and pinpoint a creature or object within 60 ft. in contact with the ground, or within any range in contact with their webs.
Web (Ex): A spider strand is strong enough to support the spider and one Large creature. Web-spinners can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to Huge size. A creature can escape with a successful Escape Artist check (DC 16) or burst it with a Strength check (DC 20), both are standard actions.
Web-spinners often create sheets of webbing thirty feet square. They can position these sheets to snare flying creatures or to trap prey on the ground. Creatures must succeed on a DC 20 Spot check to notice a web or stumble into it and become trapped as by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has the 12 hit points, and sheet webs have damage reduction 5/—. A monstrous spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.