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From Pathfinder Society Scenario #6-09: The Power of Legends, which isn't enabled.

Shadowpact Tarantula

CREATURE 6

Variant elite giant tarantula

Tarantulas are ambush predators, but will attack prey in the open.


Few everyday vermin inspire as much dread as the infamous spider.


Perception +14; darkvision
Skills Acrobatics +9, Athletics +16, Stealth +11
Str +6, Dex +1, Con +5, Int -5, Wis +2, Cha -4

AC 21; Fort +15, Ref +13, Will +10
HP 135

Speed 30 feet, climb 30 feet
Melee Fangs +17, Damage 2d8+8 piercing plus Giant Tarantula Venom
Melee Leg +17 (reach 10), Damage 1d12+8 bludgeoning plus Knockdown
Giant Tarantula Venom (poison)
Saving Throw DC 23 Fortitude

Maximum Duration 8 rounds
Stage 1 1d10 poison damage (1 round)
Stage 2 1d12 poison damage, Clumsy 1, and Off-Guard (1 round)
Stage 3 2d6 poison damage, Clumsy 2, and off-guard (1 round)
Stage 4 2d6 poison damage and Paralyzed (1 round)
Hair Barrage

The tarantula flicks its legs, flinging spiky hairs in a 15-foot cone. This deals 4d6 piercing damage with a DC 25 basic Reflex save.

Hazard Immunity

The shadowpact tarantula never triggers the reactions of hazards in its own lair and is immune to the negative consequences of damaging area effects created by hazards in its lair (so if a PC set off a hazard that released a Fireball inside its lair, it would not take damage from the fireball even if it was within the fireball's area).

Knockdown

Requirements The monster's last action was a successful Strike that lists Knockdown in its damage entry

Effect The monster attempts to Trip the creature. This attempt neither applies nor counts toward the monster's multiple attack penalty.

Pathfinder Society Scenario #6-09: The Power of LegendsORC