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).
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 Worker • Giant Ant Soldier • Giant 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.
| 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.
| 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.
| 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.
| 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.
| 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.
| 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.
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: | — | — | — | — | — | — | — |
Tiny • Small • Medium • Large • Huge • Gargantuan • Colossal
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.
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: | — | — | — | — | — | — | — |
Tiny • Small • Medium • Large • Huge • Gargantuan • Colossal
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.
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: | — | — | — | — | — | — | — |
Tiny • Small • Medium • Large • Huge • Gargantuan • Colossal
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.
| Size | Escape Artist DC | Break DC | Hit Points |
|---|---|---|---|
| Tiny | 10 | 14 | 2 |
| Small | 10 | 14 | 4 |
| Medium | 12 | 16 | 6 |
| Large | 13 | 17 | 12 |
| Huge | 16 | 20 | 14 |
| Gargantuan | 20 | 24 | 16 |
| Colossal | 28 | 32 | 18 |
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.