Spider Zombie

Size/Type: Large Magical Beast
Hit Dice: 5d10+15 (42 hp)
Initiative: -1
Speed: 40 ft. (8 squares), climb 20 ft.
Armor Class: 15 (-1 size, +1 Dex, +5 natural), touch 15, flat-footed 15
Base Attack/Grapple: +5/+12
Attack: Bite +7 melee (1d6+4 plus poison)
Full Attack: Bite +7 melee (1d6+4 plus poison)
Space/Reach: 10 ft./10 ft.
Special Attacks: poison
Special Qualities: Darkvision 60 ft., low-light vision, damage reduction 5/slashing, undead traits
Saves: Fort +7, Ref +7, Will +2
Abilities: Str 12, Dex 12, Con Ø, Int Ø, Wis 10, Cha 1
Skills: Climb +11, Move Silently +11, Spot +4
Feats: Toughness
Environment: Warm hills
Organization: Solitary or cluster (2-5)
Challenge Rating: 5
Treasure: None
Alignment: Always neutral evil
Advancement: 6-8 HD (Large); 9-15 HD (Huge)
Level Adjustment: —

Spider zombies were once spiders of a different (s)ilk who were slain, but never properly lain to rest. They typically become affected by their own poisons and succumb to an affliction that leaves them in limbo, where they make tasty fleshy treats for zombies, ghouls, and wights.

A typical spider zombie’s body is 8 feet long. It weighs about 700 pounds.

Spider zombies cannot speak; instead they gibber, and clip their mandibles together in a slow, haunting rhythm.

Combat

Undead spiders tend to inhabit graveyards and mausoleums. They usually spin webs that cling to the trees, where they await their prey. Indoors, they span the corners of the room, where they hide in the darkness beyond the light of a torch.

Poison (Ex): Injury, Fortitude DC 17, initial and secondary damage 1d8 Con. The save DC is Constitution-based.

Damage Reduction (Ex): A spider zombie has damage reduction 5/slashing. Spider zombies are lumbering masses of flesh.

Skills

A spider zombie has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.

Alternates:

Spider Ghoul
Spider Wight

Also creepy, usually after these beasts pass from undeadness, they become ghost spiders.


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