Vermin

This section provides statistics and basic information for several kinds of monstrous vermin. These creatures operate on instinct, driven by simple needs such as food and reproduction.

Except where noted, vermin attack only when hungry or threatened.

Vermin Traits: Vermin possess the following traits (unless otherwise noted in a creature’s entry).

Giant Ant

The statistics block below contains details for more than one shape, size, or type of this creature. Use the horizontal scrollbar below it to display the desired one or select from the links below that.

Giant Ant Worker
Medium Vermin
Giant Ant Soldier
Medium Vermin
Giant Ant Queen
Large Vermin
Hit Dice: 2d8 (9 hp) 2d8+2 (11 hp) 4d8+4 (22 hp)
Initiative: 0 0 –⁠1
Speed: 50 ft. (10 squares), climb 20 ft. 50 ft. (10 squares), climb 20 ft. 40 ft. (8 squares)
Armor Class: 17 (+7 natural), touch 10, flat-footed 17 17 (+7 natural), touch 10, flat-footed 17 17 (–⁠1 size, –⁠1 Dex, +9 natural), touch 8, flat-footed 17
Base Attack/Grapple: +1/+1 +1/+3 +3/+10
Attack: Bite +1 melee (1d6) Bite +3 melee (2d4+3) Bite +5 melee (2d6+4)
Full Attack: Bite +1 melee (1d6) Bite +3 melee (2d4+3) Bite +5 melee (2d6+4)
Space/Reach: 5 ft./5 ft. 5 ft./5 ft. 10 ft./5 ft.
Special Attacks: Improved grab Improved grab, acid sting Improved grab
Special Qualities: Scent, vermin traits Scent, vermin traits Scent, vermin traits
Saves: Fort +3, Ref +0, Will +0 Fort +4, Ref +0, Will +1 Fort +5, Ref +0, Will +2
Abilities: Str 10, Dex 10, Con 10, Int —, Wis 11, Cha 9 Str 14, Dex 10, Con 13, Int —, Wis 13, Cha 11 Str 16, Dex 9, Con 13, Int —, Wis 13, Cha 11
Skills: Climb +8; racial bonuses Climb +10; racial bonuses —; racial bonuses
Feats: Track [bonus] Track [bonus] Track [bonus]
Environment: Temperate plains Temperate plains Temperate plains
Organization: Gang (2–6) or crew (6–11 plus 1 giant ant soldier) Solitary or gang (2–4) Hive (1 plus 10–100 workers and 5–20 soldiers)
Challenge Rating: 1 2 2
Treasure: None None 1⁄10 coins; 50% goods; 50% items
Alignment: Always neutral Always neutral Always neutral
Advancement: 3–4 HD (Medium); 5–6 HD (Large) 3–4 HD (Medium); 5–6 HD (Large) 5–6 HD (Large); 7–8 HD (Huge)
Level Adjustment:

Giant Ant WorkerGiant Ant SoldierGiant Ant Queen

Giant ants are among the hardiest and most adaptable vermin. Soldiers and workers are about 6 feet long, while queens can grow to a length of 9 feet.

Acid Sting (Ex): A giant soldier ant has a stinger and an acid-producing gland in its abdomen. If it successfully grabs an opponent, it can attempt to sting each round (+3 attack bonus). A hit with the sting attack deals 1d4+1 points of piercing damage and 1d4 points of acid damage.

Improved Grab (Ex): To use this ability, a giant ant must hit with its bite attack. A giant soldier ant that wins the ensuing grapple check establishes a hold and can sting.

Skills: Giant ants have a +4 racial bonus on Survival checks when tracking by scent and a +8 racial bonus on Climb checks. A giant ant can always choose to take 10 on Climb checks, even if rushed or threatened.

Source: Monster Manual (version 3.5), page 284.

Giant Bee

Medium Vermin
Hit Dice: 3d8 (13 hp)
Initiative: +2
Speed: 20 ft. (4 squares), fly 80 ft. (good)
Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
Base Attack/Grapple: +2/+2
Attack: Sting +2 melee (1d4 plus poison)
Full Attack: Sting +2 melee (1d4 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison
Special Qualities: Darkvision 60 ft., vermin traits
Saves: Fort +3, Ref +3, Will +2
Abilities: Str 11, Dex 14, Con 11, Int —, Wis 12, Cha 9
Skills: Spot +5, Survival +1; racial bonuses
Feats:
Environment: Temperate plains
Organization: Solitary, buzz (2–5), or hive (11–20)
Challenge Rating: 1
Treasure: No coins; ¼ goods (honey only); no items
Alignment: Always neutral
Advancement: 4–6 HD (Medium); 7–9 HD (Large)
Level Adjustment:

Although many times larger, growing to a length of about 5 feet, giant bees behave generally the same as their smaller cousins.

Giant bees are usually not aggressive except when defending themselves or their hive.

Poison (Ex): Injury, Fortitude DC 11, initial and secondary damage 1d4 Con. The save DC is Constitution-based.

A giant bee that successfully stings another creature pulls away, leaving its stinger in the creature. The bee then dies.

Skills: Giant bees have a +4 racial bonus on Spot checks. They also have a +4 racial bonus on Survival checks to orient themselves.

Source: Monster Manual (version 3.5), page 284.

Giant Bombardier Beetle

Medium Vermin
Hit Dice: 2d8+4 (13 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 16 (+6 natural), touch 10, flat-footed 16
Base Attack/Grapple: +1/+2
Attack: Bite +2 melee (1d4+1)
Full Attack: Bite +2 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Acid spray
Special Qualities: Darkvision 60 ft., vermin traits
Saves: Fort +5, Ref +0, Will +0
Abilities: Str 13, Dex 10, Con 14, Int —, Wis 10, Cha 9
Skills:
Feats:
Environment: Warm forests
Organization: Cluster (2–5) or click (6–11)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 3–4 HD (Medium); 5–6 HD (Large)
Level Adjustment:

These creatures feed primarily on carrion and offal, gathering heaps of the stuff in which to build nests and lay eggs. A giant bombardier beetle is about 6 feet long.

Giant bombardier beetles normally attack only to defend themselves, their nests, or their eggs.

Acid Spray (Ex): When attacked or disturbed, the creature can release a 10-foot cone of acidic vapor once per round. Those within the cone must succeed on a DC 13 Fortitude save or take 1d4+2 points of acid damage. The save DC is Constitution-based.

Source: Monster Manual (version 3.5), page 284.

Giant Fire Beetle

Small Vermin
Hit Dice: 1d8 (4 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 16 (+1 size, +5 natural), touch 11, flat-footed 16
Base Attack/Grapple: +0/–⁠4
Attack: Bite +1 melee (2d4)
Full Attack: Bite +1 melee (2d4)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Darkvision 60 ft., vermin traits
Saves: Fort +2, Ref +0, Will +0
Abilities: Str 10, Dex 11, Con 11, Int —, Wis 10, Cha 7
Skills:
Feats:
Environment: Warm plains
Organization: Cluster (2–5) or colony (6–11)
Challenge Rating: 1⁄3
Treasure: None
Alignment: Always neutral
Advancement: 2–3 HD (Small)
Level Adjustment:

These luminous nocturnal insects are prized by miners and adventurers. They have two glands, one above each eye, that produce a red glow. The glands’ luminosity persists for 1d6 days after removal from the beetle, illuminating a roughly circular area with a 10-foot radius. Giant fire beetles are about 2 feet long.

Source: Monster Manual (version 3.5), page 285.

Giant Stag Beetle

Large Vermin
Hit Dice: 7d8+21 (52 hp)
Initiative: +0
Speed: 20 ft. (4 squares)
Armor Class: 19 (–⁠1 size, +10 natural), touch 9, flat-footed 19
Base Attack/Grapple: +5/+15
Attack: Bite +10 melee (4d6+9)
Full Attack: Bite +10 melee (4d6+9)
Space/Reach: 10 ft./5 ft.
Special Attacks: Trample 2d8+3
Special Qualities: Darkvision 60 ft., vermin traits
Saves: Fort +8, Ref +2, Will +2
Abilities: Str 23, Dex 10, Con 17, Int —, Wis 10, Cha 9
Skills:
Feats:
Environment: Temperate forests
Organization: Cluster (2–5) or mass (6–11)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 8–10 HD (Large); 11–21 HD (Huge)
Level Adjustment:

These creatures are serious pests that greedily devour cultivated crops. A single beetle can strip an entire farm in short order. An adult giant stag beetle is about 10 feet long.

Trample (Ex): Reflex half DC 19. The save DC is Strength-based. See Trample.

Source: Monster Manual (version 3.5), page 285.

Giant Praying Mantis

Large Vermin
Hit Dice: 4d8+8 (26 hp)
Initiative: –⁠1
Speed: 20 ft. (4 squares), fly 40 ft. (poor)
Armor Class: 14 (–⁠1 size, –⁠1 Dex, +6 natural), touch 8, flat-footed 14
Base Attack/Grapple: +3/+11
Attack: Claws +6 melee (1d8+4)
Full Attack: Claws +6 melee (1d8+4) and bite +1 melee (1d6+2)
Space/Reach: 10 ft (4 squares)./5 ft.
Special Attacks: Improved grab
Special Qualities: Darkvision 60 ft., vermin traits
Saves: Fort +6, Ref +0, Will +3
Abilities: Str 19, Dex 8, Con 15, Int —, Wis 14, Cha 11
Skills: Hide –⁠1, Spot +6; racial bonuses
Feats:
Environment: Temperate forests
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 5–8 HD (Large); 9–12 HD (Huge)
Level Adjustment:

This patient carnivore remains completely still as it waits for prey to come near.

Improved Grab (Ex): To use this ability, a giant praying mantis must hit with its claws attack. If it wins the ensuing grapple check, it establishes a hold and makes a bite attack as a primary attack (at its full +6 attack bonus).

Skills: A giant praying mantis has a +4 racial bonus on Hide and Spot checks. Because of its camouflage, the Hide bonus increases to +12 when a mantis is surrounded by foliage.

Source: Monster Manual (version 3.5), page 285.

Giant Wasp

Large Vermin
Hit Dice: 5d8+10 (32 hp)
Initiative: +1
Speed: 20 ft. (4 squares), fly 60 ft. (good)
Armor Class: 14 (–⁠1 size, +1 Dex, +4 natural), touch 10, flat-footed 13
Base Attack/Grapple: +3/+11
Attack: Sting +6 melee (1d3+6 plus poison)
Full Attack: Sting +6 melee (1d3+6 plus poison)
Space/Reach: 10 ft./5 ft.
Special Attacks: Poison
Special Qualities: Darkvision 60 ft., vermin traits
Saves: Fort +6, Ref +2, Will +2
Abilities: Str 18, Dex 12, Con 14, Int —, Wis 13, Cha 11
Skills: Spot +9, Survival +1; racial bonuses
Feats:
Environment: Temperate forests
Organization: Solitary, swarm (2–5), or nest (11–20)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 6–8 HD (Large); 9–15 HD (Huge)
Level Adjustment:

Giant wasps attack when hungry or threatened, stinging their prey to death. They take dead or incapacitated opponents back to their lairs as food for their unhatched young.

Poison (Ex): Injury, Fortitude DC 14, initial and secondary damage 1d6 Dex. The save DC is Constitution-based.

Skills: Giant wasps have a +8 racial bonus on Spot checks. They also have a +4 racial bonus on Survival checks to orient themselves.

Source: Monster Manual (version 3.5), page 285.

Monstrous Centipede

The statistics block below contains details for more than one shape, size, or type of this creature. Use the horizontal scrollbar below it to display the desired one or select from the links below that.

Monstrous Centipede, Tiny
Tiny Vermin
Monstrous Centipede, Small
Small Vermin
Monstrous Centipede, Medium
Medium Vermin
Monstrous Centipede, Large
Large Vermin
Monstrous Centipede, Huge
Huge Vermin
Monstrous Centipede, Gargantuan
Gargantuan Vermin
Monstrous Centipede, Colossal
Colossal Vermin
Hit Dice: ¼d8 (1 hp) ½d8 (2 hp) 1d8 (4 hp) 3d8 (13 hp) 6d8+6 (33 hp) 12d8+12 (66 hp) 24d8+24 (132 hp)
Initiative: +2 +2 +2 +2 +2 +2 +1
Speed:
Armor Class: 20 ft. (4 squares), climb 20 ft. 30 ft. (6 squares), climb 30 ft. 40 ft. (8 squares), climb 40 ft. 40 ft. (8 squares), climb 40 ft. 40 ft. (8 squares), climb 40 ft. 40 ft. (8 squares), climb 40 ft. 40 ft. (8 squares), climb 40 ft.
Base Attack/Grapple: +0/–⁠13 +0/–⁠7 +0/–⁠1 +2/+7 +4/+15 +9/+27 +18/+42
Attack: Bite +4 melee (1d3–5 plus poison) Bite +3 melee (1d4–3 plus poison) Bite +2 melee (1d6–1 plus poison) Bite +3 melee (1d8+1 plus poison) Bite +5 melee (2d6+4 plus poison) Bite +11 melee (2d8+9 plus poison) Bite +18 melee (4d6+12 plus poison)
Full Attack: Bite +4 melee (1d3–5 plus poison) Bite +3 melee (1d4–3 plus poison) Bite +2 melee (1d6–1 plus poison) Bite +3 melee (1d8+1 plus poison) Bite +5 melee (2d6+4 plus poison) Bite +11 melee (2d8+9 plus poison) Bite +18 melee (4d6+12 plus poison)
Space/Reach: 2½ ft./0 ft. 5 ft./5 ft. 5 ft./5 ft. 10 ft./5 ft. 15 ft./10 ft. 20 ft./15 ft. 30 ft./20 ft.
Special Attacks: Poison (DC 10, 1 Dex) Poison (DC 10, 1d2 Dex) Poison (DC 10, 1d3 Dex) Poison (DC 11, 1d4 Dex) Poison (DC 14, 1d6 Dex) Poison (DC 17, 1d8 Dex) Poison (DC 23, 2d6 Dex)
Special Qualities: Darkvision 60 ft., vermin traits Darkvision 60 ft., vermin traits Darkvision 60 ft., vermin traits Darkvision 60 ft., vermin traits Darkvision 60 ft., vermin traits Darkvision 60 ft., vermin traits Darkvision 60 ft., vermin traits
Saves: Fort +2, Ref +2, Will +0 Fort +2, Ref +2, Will +0 Fort +2, Ref +2, Will +0 Fort +3, Ref +3, Will +1 Fort +6, Ref +4, Will +2 Fort +9, Ref +6, Will +4 Fort +15, Ref +9, Will +8
Abilities: Str 1, Dex 15, Con 10, Int —, Wis 10, Cha 2 Str 5, Dex 15, Con 10, Int —, Wis 10, Cha 2 Str 9, Dex 15, Con 10, Int —, Wis 10, Cha 2 Str 13, Dex 15, Con 10, Int —, Wis 10, Cha 2 Str 17, Dex 15, Con 12, Int —, Wis 10, Cha 2 Str 23, Dex 15, Con 12, Int —, Wis 10, Cha 2 Str 27, Dex 13, Con 12, Int —, Wis 10, Cha 2
Skills: Climb +10, Hide +18, Spot +4; racial bonuses Climb +10, Hide +14, Spot +4; racial bonuses Climb +10, Hide +10, Spot +4; racial bonuses Climb +10, Hide +6, Spot +4; racial bonuses Climb +10, Hide +2, Spot +4; racial bonuses Climb +10, Hide –⁠2, Spot +4; racial bonuses Climb +10, Hide –⁠7, Spot +4; racial bonuses
Feats: Weapon Finesse [bonus] Weapon Finesse [bonus] Weapon Finesse [bonus] Weapon Finesse [bonus]
Environment: Underground Underground Underground Underground Underground Underground Underground
Organization: Colony (8–16) Colony (2–5) or swarm (6–11) Solitary or colony (2–5) Solitary or colony (2–5) Solitary or colony (2–5) Solitary Solitary
Challenge Rating: 1⁄8 ¼ ½ 1 2 6 9
Treasure: None None None None None None None
Alignment: Always neutral Always neutral Always neutral Always neutral Always neutral Always neutral Always neutral
Advancement: 4–5 HD (Large) 7–11 HD (Huge) 17–23 HD (Gargantuan) 25–48 HD (Colossal)
Level Adjustment:

TinySmallMediumLargeHugeGargantuanColossal

Monstrous centipedes tend to attack anything that resembles food, biting with their jaws and injecting their poison.

Poison (Ex): A monstrous centipede has a poisonous bite. The details vary by the centipede’s size, as shown in the Special Attacks entry of its statistics block, which lists the poison’s Fortitude save DC followed by its primary and secondary Dexterity damage. The save DCs are Constitution-based.

Skills: Monstrous centipedes have a +4 racial bonus on Spot checks, and a +8 racial bonus on Climb and Hide checks. They can use either their Strength or Dexterity modifier for Climb checks, whichever is higher. Monstrous centipedes can take 10 on Climb checks, even if threatened or distracted.

Source: Monster Manual (version 3.5), page 286.

Monstrous Scorpion

The statistics block below contains details for more than one shape, size, or type of this creature. Use the horizontal scrollbar below it to display the desired one or select from the links below that.

Monstrous Scorpion, Tiny
Tiny Vermin
Monstrous Scorpion, Small
Small Vermin
Monstrous Scorpion, Medium
Medium Vermin
Monstrous Scorpion, Large
Large Vermin
Monstrous Scorpion, Huge
Huge Vermin
Monstrous Scorpion, Gargantuan
Gargantuan Vermin
Monstrous Scorpion, Colossal
Colossal Vermin
Hit Dice: ½d8+2 (4 hp) 1d8+2 (6 hp) 2d8+4 (13 hp) 5d8+10 (32 hp) 10d8+30 (75 hp) 20d8+60 (150 hp) 40d8+120 (300 hp)
Initiative: +0 +0 +0 +0 +0 +0 –⁠1
Speed: 20 ft. (4 squares) 30 ft. (6 squares) 40 ft. (8 squares) 50 ft. (10 squares) 50 ft. (10 squares) 50 ft. (10 squares) 50 ft. (10 squares)
Armor Class: 14 (+2 size, +2 natural), touch 12, flat-footed 14 14 (+1 size, +3 natural), touch 11, flat-footed 14 14 (+4 natural), touch 10, flat-footed 14 16 (–⁠1 size, +7 natural), touch 9, flat-footed 16 20 (–⁠2 size, +12 natural), touch 8, flat-footed 20 24 (–⁠4 size, +18 natural), touch 6, flat-footed 24 26 (–⁠8 size, –1 Dex, +25 natural), touch 1, flat-footed 26
Base Attack/Grapple: +0/–⁠8 +0/–⁠4 +1/+2 +3/+11 +7/+21 +15/+37 +30/+58
Attack: Claw +2 melee (1d2–4) Claw +1 melee (1d3–1) Claw +2 melee (1d4+1) Claw +6 melee (1d6+4) Claw +11 melee (1d8+6) Claw +21 melee (2d6+10) Claw +34 melee (2d8+12)
Full Attack: 2 claws +2 melee (1d2–4) and sting –⁠3 melee (1d2–4 plus poison) 2 claws +1 melee (1d3–1) and sting –⁠4 melee (1d3–1 plus poison) 2 claws +2 melee (1d4+1) and sting –⁠3 melee (1d4 plus poison) 2 claws +6 melee (1d6+4) and sting +1 melee (1d6+2 plus poison) 2 claws +11 melee (1d8+6) and sting +6 melee (2d4+3 plus poison) 2 claws +21 melee (2d6+10) and sting +16 melee (2d6+5 plus poison) 2 claws +34 melee (2d8+12) and sting +29 melee (2d8+6 plus poison)
Space/Reach: 2½ ft./0 ft. 5 ft./5 ft. 5 ft./5 ft. 10 ft./5 ft. 15 ft./10 ft. 20 ft./15 ft. 40 ft./30 ft.
Special Attacks: Constrict 1d2–4, improved grab, poison (DC 12, 1 Con) Constrict 1d3–1, improved grab, poison (DC 12, 1d2 Con) Constrict 1d4+1, improved grab, poison (DC 13, 1d3 Con) Constrict 1d6+4, improved grab, poison (DC 14, 1d4 Con) Constrict 1d8+6, improved grab, poison (DC 18, 1d6 Con) Constrict 2d6+10, improved grab, poison (DC 23, 1d8 Con) Constrict 2d8+12, improved grab, poison (DC 33, 1d10 Con)
Special Qualities: Darkvision 60 ft., tremorsense 60 ft., vermin traits Darkvision 60 ft., tremorsense 60 ft., vermin traits Darkvision 60 ft., tremorsense 60 ft., vermin traits Darkvision 60 ft., tremorsense 60 ft., vermin traits Darkvision 60 ft., tremorsense 60 ft., vermin traits Darkvision 60 ft., tremorsense 60 ft., vermin traits Darkvision 60 ft., tremorsense 60 ft., vermin traits
Saves: Fort +4, Ref +0, Will +0 Fort +4, Ref +0, Will +0 Fort +5, Ref +0, Will +0 Fort +6, Ref +1, Will +1 Fort +10, Ref +3, Will +3 Fort +15, Ref +6, Will +6 Fort +25, Ref +12, Will +13
Abilities: Str 3, Dex 10, Con 14, Int —, Wis 10, Cha 2 Str 9, Dex 10, Con 14, Int —, Wis 10, Cha 2 Str 13, Dex 10, Con 14, Int —, Wis 10, Cha 2 Str 19, Dex 10, Con 14, Int —, Wis 10, Cha 2 Str 23, Dex 10, Con 16, Int —, Wis 10, Cha 2 Str 31, Dex 10, Con 16, Int —, Wis 10, Cha 2 Str 35, Dex 8, Con 16, Int —, Wis 10, Cha 2
Skills: Climb +0, Hide +12, Spot +4; racial bonuses Climb +3, Hide +8, Spot +4; racial bonuses Climb +5, Hide +4, Spot +4; racial bonuses Climb +8, Hide +0, Spot +4; racial bonuses Climb +10, Hide –⁠4, Spot +4; racial bonuses Climb +14, Hide –⁠8, Spot +4; racial bonuses Climb +16, Hide –⁠12, Spot +4; racial bonuses
Feats: Weapon Finesse [bonus] Weapon Finesse [bonus]
Environment: Warm deserts Warm deserts Warm deserts Warm deserts Warm deserts Warm deserts Warm deserts
Organization: Colony (8–16) Colony (2–5) or swarm (6–11) Solitary or colony (2–5) Solitary or colony (2–5) Solitary or colony (2–5) Solitary Solitary
Challenge Rating: ¼ ½ 1 3 7 10 12
Treasure: None None 1⁄10 coins; 50% goods; 50% items 1⁄10 coins; 50% goods; 50% items 1⁄10 coins; 50% goods; 50% items 1⁄10 coins; 50% goods; 50% items 1⁄10 coins; 50% goods; 50% items
Alignment: Always neutral Always neutral Always neutral Always neutral Always neutral Always neutral Always neutral
Advancement: 3–4 HD (Medium) 6–9 HD (Large) 11–19 HD (Huge) 21–39 HD (Gargantuan) 41–60 HD (Colossal)
Level Adjustment:

TinySmallMediumLargeHugeGargantuanColossal

Monstrous scorpions are likely to attack any creature that approaches, and they usually charge when attacking prey.

Constrict (Ex): A monstrous scorpion deals automatic claw damage on a successful grapple check.

Improved Grab (Ex): To use this ability, a monstrous scorpion must hit with a claw attack. A monstrous scorpion can use either its Strength modifier or Dexterity modifier for grapple checks, whichever is better.

Poison (Ex): A monstrous scorpion has a poisonous sting. The Fortitude save DC and the primary and secondary Constitution damage vary by the scorpion’s size, as shown in the Special Attack entry for each size. The save DCs are Constitution-based.

Skills: A monstrous scorpion has a +4 racial bonus on Climb, Hide, and Spot checks.

Source: Monster Manual (version 3.5), page 287.

Monstrous Spider

The statistics block below contains details for more than one shape, size, or type of this creature. Use the horizontal scrollbar below it to display the desired one or select from the links below that.

Monstrous Spider, Tiny
Tiny Vermin
Monstrous Spider, Small
Small Vermin
Monstrous Spider, Medium
Medium Vermin
Monstrous Spider, Large
Large Vermin
Monstrous Spider, Huge
Huge Vermin
Monstrous Spider, Gargantuan
Gargantuan Vermin
Monstrous Spider, Colossal
Colossal Vermin
Hit Dice: ½d8 (2 hp) 1d8 (4 hp) 2d8+2 (11 hp) 4d8+4 (22 hp) 8d8+16 (52 hp) 16d8+32 (104 hp) 32d8+64 (208 hp)
Initiative: +3 +3 +3 +3 +3 +3 +2
Speed: 20 ft. (4 squares), climb 10 ft. 30 ft. (6 squares), climb 20 ft. 30 ft. (6 squares), climb 20 ft. 30 ft. (6 squares), climb 20 ft. 30 ft. (6 squares), climb 20 ft. 30 ft. (6 squares), climb 20 ft. 30 ft. (6 squares), climb 20 ft.
Armor Class: 15 (+2 size, +3 Dex), touch 15, flat-footed 12 14 (+1 size, +3 Dex), touch 14, flat-footed 11 14 (+3 Dex, +1 natural), touch 13, flat-footed 11 14 (–⁠1 size, +3 Dex, +2 natural), touch 12, flat-footed 11 16 (–⁠2 size, +3 Dex, +5 natural), touch 11, flat-footed 13 19 (–⁠4 size, +3 Dex, +10 natural), touch 9, flat-footed 16 22 (–⁠8 size, +2 Dex, +18 natural), touch 4, flat-footed 20
Base Attack/Grapple: +0/–12 +0/–6 +1/+1 +3/+9 +6/+18 +12/+31 +24/+50
Attack: Bite +5 melee (1d3–4 plus poison) Bite +4 melee (1d4–2 plus poison) Bite +4 melee (1d6 plus poison) Bite +4 melee (1d8+3 plus poison) Bite +9 melee (2d6+6 plus poison) Bite +15 melee (2d8+10 plus poison) Bite +26 melee (4d6+15 plus poison)
Full Attack: Bite +5 melee (1d3–4 plus poison) Bite +4 melee (1d4–2 plus poison) Bite +4 melee (1d6 plus poison) Bite +4 melee (1d8+3 plus poison) Bite +9 melee (2d6+6 plus poison) Bite +15 melee (2d8+10 plus poison) Bite +26 melee (4d6+15 plus poison)
Space/Reach: 2½ ft./0 ft. 5 ft./5 ft. 5 ft./5 ft. 10 ft./5 ft. 15 ft./10 ft. 20 ft./15 ft. 40 ft./30 ft.
Special Attacks: Poison (DC 10, 1d2 Str), web Poison (DC 10, 1d3 Str), web Poison (DC 12, 1d4 Str), web Poison (DC 13, 1d6 Str), web Poison (DC 16, 1d8 Str), web Poison (DC 20, 2d6 Str), web Poison (DC 28, 2d8 Str), web
Special Qualities: Darkvision 60 ft., tremorsense 60 ft., vermin traits Darkvision 60 ft., tremorsense 60 ft., vermin traits Darkvision 60 ft., tremorsense 60 ft., vermin traits Darkvision 60 ft., tremorsense 60 ft., vermin traits Darkvision 60 ft., tremorsense 60 ft., vermin traits Darkvision 60 ft., tremorsense 60 ft., vermin traits Darkvision 60 ft., tremorsense 60 ft., vermin traits
Saves: Fort +2, Ref +3, Will +0 Fort +2, Ref +3, Will +0 Fort +4, Ref +3, Will +0 Fort +5, Ref +4, Will +1 Fort +8, Ref +5, Will +2 Fort +12, Ref +8, Will +5 Fort +20, Ref +12, Will +10
Abilities: Str 3, Dex 17, Con 10, Int —, Wis 10, Cha 2 Str 7, Dex 17, Con 10, Int —, Wis 10, Cha 2 Str 11, Dex 17, Con 12, Int —, Wis 10, Cha 2 Str 15, Dex 17, Con 12, Int —, Wis 10, Cha 2 Str 19, Dex 17, Con 14, Int —, Wis 10, Cha 2 Str 25, Dex 17, Con 14, Int —, Wis 10, Cha 2 Str 31, Dex 15, Con 14, Int —, Wis 10, Cha 2
Skills: Climb +11, Hide +15, Jump –⁠4, Spot +4; racial bonuses Climb +11, Hide +11, Jump –⁠2, Spot +4; racial bonuses Climb +11, Hide +7, Jump +0, Spot +4; racial bonuses Climb +11, Hide +3, Jump +2, Spot +4; racial bonuses Climb +12, Hide –⁠1, Jump +4, Spot +4; racial bonuses Climb +14, Hide –⁠5, Jump +7, Spot +4; racial bonuses Climb +16, Hide –⁠10, Jump +10, Spot +4; racial bonuses
Feats: Weapon Finesse [bonus] Weapon Finesse [bonus] Weapon Finesse [bonus]
Environment: Temperate forests Temperate forests Temperate forests Temperate forests Temperate forests Temperate forests Temperate forests
Organization: Colony (8–16) Colony (2–5) or swarm (6–11) Solitary or colony (2–5) Solitary or colony (2–5) Solitary or colony (2–5) Solitary Solitary
Challenge Rating: ¼ ½ 1 2 5 8 11
Treasure: None None 1⁄10 coins; 50% goods; 50% items 1⁄10 coins; 50% goods; 50% items 1⁄10 coins; 50% goods; 50% items 1⁄10 coins; 50% goods; 50% items 1⁄10 coins; 50% goods; 50% items
Alignment: Always neutral Always neutral Always neutral Always neutral Always neutral Always neutral Always neutral
Advancement: 3 HD (Medium) 5–7 HD (Large) 9–15 HD (Huge) 17–31 HD (Gargantuan) 33–60 HD (Colossal)
Level Adjustment:

TinySmallMediumLargeHugeGargantuanColossal

All monstrous spiders are aggressive predators that use their poisonous bites to subdue or kill prey.

Monstrous spiders come in two general types: hunters and web-spinners. Hunters rove about, while web-spinners usually attempt to trap prey. Hunting spiders can spin webs to use as lairs, but cannot use their webs as weapons the way web-spinners can. A hunting spider has a base land speed 10 feet faster than the figures given in the statistics blocks.

Poison (Ex): A monstrous spider has a poisonous bite. The Fortitude save DC and the initial and secondary Strength damage done vary by the spider’s size, as shown in the Special Attacks entry for a spider of a particular size. The save DCs are Constitution-based.

Web (Ex): Both types of monstrous spiders often wait in their webs or in trees, then lower themselves silently on silk strands and leap onto prey passing beneath. A single strand is strong enough to support the spider and one creature of the same size.

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 one size category larger than the spider.

An entangled creature can escape with a successful Escape Artist check or burst it with a Strength check. Both are standard actions whose DCs are given in the table below. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus.

Web-spinners often create sheets of sticky webbing from 5 to 60 feet square, depending on the size of the spider. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped as though 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 hit points given on the table, and sheet webs have damage reduction 5/—.

Web-spinners will also move to wrap entangled prey, coccooning it and rendering it helpless. This counts as one daily use of its web throwing (see above) and counts as a grapple attempt. It usually bites such prey first to weaken the creature’s attack of opportunity or escape attempts.

A monstrous spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.

SizeEscape Artist DCBreak DCHit Points
Tiny10142
Small10144
Medium12166
Large131712
Huge162014
Gargantuan202416
Colossal283218

Tremorsense (Ex): A monstrous spider can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with the spider’s webs.

Skills: Monstrous spiders have a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. A monstrous spider can always choose to take 10 on Climb checks, even if rushed or threatened. Monstrous spiders use either their Strength or Dexterity modifier for Climb checks, whichever is higher.

Hunting spiders have a +10 racial bonus on Jump checks and a +8 racial bonus on Spot checks. Web-spinning spiders have a +8 racial bonus on Hide and Move Silently checks when using their webs.

Source: Monster Manual (version 3.5), page 288.