Aranea (CR 4)
Medium Magical Beast (Shapechanger)
Alignment: Usually neutral
Initiative: +6 (+2 Dex, +4 Improved Initiative); Senses: darkvision 60 ft., low-light vision, Listen +6, and Spot +6
AC: 13 (+2 Dex, +1 natural), touch 12, flat-footed 11
Hit Dice: 3d10+6 (22 hp)
Fort +5, Ref +5, Will +4
Speed: 50 ft., climb 25 ft.
Space: 5 ft./5 ft.
Base Attack +3; Grapple +3
Attack: Bite +5 melee; or web +5 ranged
Full Attack: Bite +5 melee; or web +5 ranged
Damage: Bite 1d6 and poison
Special Attacks/Actions: poison, Spells, web
Abilities: Str 11, Dex 15, Con 14, Int 14, Wis 13, Cha 14
Special Qualities: Change shape
Feats: Improved Initiative; Iron Will; Weapon Finesse (bite)
Skills: Climb +14, Concentration +8, Escape Artist +5, Jump +13, Listen +6, and Spot +6
Advancement: By character class
Climate/Terrain: Temperate forest
Organization: Solitary or colony (3-6)
Treasure: Standard coins; double goods; standard items
Araneas avoid physical combat and use their webs and spells when they can. In a battle, they try to immobilize or distract the most aggressive opponents first. Araneas often subdue opponents for ransom.
Spells: Araneas cast spells as 3rd-level sorcerers (save DC 12 + spell level). They prefer illusions and charms but avoid fire spells.
Web (Ex): In spider or hybrid form (see Alternate Form, below), an aranea can cast a web up to six 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 of up to Large size (see page 102 in the flayer's Handbook for details on net attacks). The web anchors the target in place, allowing no movement.
An entangled creature can. escape with a successful Escape Artist check (DC 20) or burst the web with a successful Strength check (DC 26). The web has 6 hit points and takes double damage from fire.
Poison (Ex): Bite, Fortitude save (DC 13): initial damage 1d6, temporary Strength, secondary damage 2d6 temporary Strength.
Alternate Form (Su): An aranea's natural form is that of a Large monstrous spider. It can assume two other forms. The first is a Small or Medium-size humanoid (the exact form is fixed at birth). The second form is a Medium-size, spider-humanoid hybrid. Changing form is a standard action.
In humanoid form, the aranea gains all the abilities of the form (for example, an aranea in dwarf form has dwarven racial traits). The aranea keeps its ability scores and can cast spells, but it cannot use webs or poison in humanoid form.
In hybrid form, an aranea looks like a humanoid at first glance, but a successful Spot check (DC 18) reveals the creature's fangs and spinnerets. The aranea can use weapons and webs in this form.
An aranea remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, nor does the aranea revert to its natural form when killed. A true seeing spell, however, reveals its natural form if it is in humanoid or hybrid form.
A shapechanger has the supernatural ability to assume one or more alternate forms. Many magical effects allow some kind of shape shifting, and not every creature that can change shapes has the shapechanger subtype.
Traits: A shapechanger possesses the following traits (unless otherwise noted in a creature's entry).
- Proficient with its natural weapons, with simple weapons, and with any weapons mentioned in the creature's description.
- Proficient with any armor mentioned in the creature's description, as well as all lighter forms. If no form of armor is mentioned, the shapechanger is not proficient with armor. A shapechanger is proficient with shields if it is proficient with any type of armor.