Spider, Jungle (CR 7)
Alignment: Always neutral
Initiative: +7; Senses: darkvision 60 ft. and Spot +8
AC: 20 (+7 Dex, +3 natural), touch 17, flat-footed 13
Hit Dice: 10d8+40 (85 hp)
Fort +11, Ref +10, Will +3
Speed: 40 ft., climb 40 ft.
Space: 5 ft./5 ft.
Base Attack +7; Grapple +10
Attack: Bite +10 melee
Full Attack: Bite +10 melee
Damage: Bite 1d8+4 plus poison
Special Attacks/Actions: Lunge, poison, toxic cloud
Abilities: Str 16, Dex 25, Con 19, Int -, Wis 10, Cha 2
Special Qualities: immunity to poison, vermin traits
Skills: Climb +11, Jump +30, and Spot +8
Advancement: 11-20 HD (Large), 21-30 HD (Huge)
Climate/Terrain: Warm forest
Organization: Solitary, pair, or swarm (3-12)
Lunge (Ex): If a jungle spider charges a creature and incorporates a jump as the final part of the charge, it gains a +4 circumstance bonus to its attack roll. Additionally, for every to points by which the Jump check exceeds 20, the jungle spider's charge attack deals an additional +1d6 points of damage. For example, a Jump check result of 34 deals +1d6 points of damage, and a Jump check result of 41 deals +2d6 points of damage.
Poison (Ex): Injury, Fortitude DC 19, initial and secondary damage 2d6 Str. The save DC is Constitution-based.
Toxic Cloud (Ex): As a standard action, a jungle spider can expel the contents of its poison glands through a number of tiny apertures along its thorax and abdomen. This creates a greenish cloud of poisonous mist in a radius of 10 feet. Any creature in this area must succeed at a DC 19 Fortitude saving throw or take 3d4 points of Strength damage. A jungle spider may emit a toxic cloud once every 1d4+1 rounds. A jungle spider's bite is nonpoisonous as long as it cannot emit a toxic cloud.
Skills: A jungle spider gains a +8 racial bonus to Climb and Spot checks and a +10 racial bonus to Jump checks.
Jungle spiders are not web-spinning spiders; they hunt their prey with great agility and viciousness.
A jungle spider is about seven feet long and weighs about 250 pounds.