Spiderleg Horror (CR 9)

Large Aberration
Alignment: Always chaotic evil
Initiative: +7 (+3 Dex, +4 Improved Initiative); Senses: tremorsense, Listen +8, and Spot +8


AC: 21 (+3 Dex, -1 size, +9 natural), touch 12, flat-footed 18
Hit Dice: 12d8+60 (114 hp)
Fort +11, Ref +7, Will +11
Speed: 30 ft., 30 ft. burrow, 30 ft. climb
Space: 5 ft./10 ft.
Base Attack +9; Grapple +9
Attack: 8 leg rakes +14 melee
Full Attack: 8 leg rakes +14 melee
Damage: Leg 1d6+6
Special Attacks/Actions: Constrict, improved grab
Abilities: Str 22, Dex 17, Con 20, Int 3, Wis 16, Cha 3
Special Qualities: Leg regeneration
Feats: Great Fortitude; Improved Initiative
Skills: Climb +15, Hide +7, Listen +8, Move Silently +10, and Spot +8
Advancement: 10-13 HD (Large); 14-27 HD (Huge)
Climate/Terrain: Underground
Organization: Solitary, cluster (2-5), or colony (11-20)
Treasure: Standard

Source: Dragon #298

Combat

Spiderleg horrors lurk in the darkness waiting for prey, hiding just beneath the surface of the earth or high on a cavern wall.

Improved Grab (Ex): If a spiderleg horror hits an opponent that is at least one size category smaller than itself with at least two leg attacks, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +14). If it gets a hold, it also constricts on the same round. Alternatively, the spiderleg horror has the option to use one leg to grapple the opponent (-20 penalty on grapple check, but the spiderleg horror is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals leg damage plus constrict damage.

Constrict (Ex): With a successful grapple check a spiderleg horror can crush a grappled opponent, dealing an extra 3d6 points of damage. This damage is considered bludgeoning, piercing and slashing damage.

Leg Regeneration (Ex): Foes can attack a spiderleg horror's tentacles but only when those appendages are actually holding an opponent. A leg has an AC of 23 (touch 14) and can withstand 20 points of damage. The loss of a leg does not harm the creature (that is, the damage does not apply against its hit point total), and it regrows the limb within a day.

Tremorsense (Ex): A spiderleg horror can automatically sense the location of anything within 60 feet that is in contact with the ground.