Sun Spider, Giant (CR 2)

Large Vermin
Alignment: Always neutral
Initiative: +2 (Dex); Senses: darkvision 60 ft. and Spot +4


AC: 16 (-1 size, +2 Dex, +5 natural), touch 11, flat-footed 14
Hit Dice: 6d8+12 (39 hp)
Fort +7, Ref +4, Will +2
Speed: 40 ft.
Space: 10 ft./5 ft.
Base Attack +4; Grapple +11
Attack: Bite +6 melee
Full Attack: Bite +6 melee (2d6+3) and 2 claws +1 melee
Damage: Claw 2d6+3, Bite 1d4+1
Special Attacks/Actions: Improved grab, squeeze
Abilities: Str 17, Dex 15, Con 14, Int -, Wis 10, Cha 2
Special Qualities: vermin traits
Feats: -
Skills: Climb +7, Hide +2, and Spot +4
Advancement: 7-9 HD (Large); 10-18 HD (Huge)
Climate/Terrain: Any land and underground
Organization: Solitary, pair, or pack (3-5)
Treasure/Possessions: None

Source: Lost Empires of Faerûn

Improved Grab (Ex): To use this ability, a giant arachnid must hit an opponent that is at least one size category smaller than itself with a claw attack.

Squeeze (Ex): A giant arachnid that gets a hold on an opponent of its own size category or smaller automatically deals damage with both claws and can make a bite attack at its highest attack bonus.

Skills: A giant arachnid receives a +4 racial bonus on Climb, Hide, and Spot checks.

Because they lack the developed pincers of the other giant arachnids, giant sun spiders have weaker claw attacks, though they still use their grasping claws in the same manner. A giant sun spider's fearsome bite makes up for its underdeveloped pincers.

Giant sun spiders can most easily be distinguished from Large monstrous spiders by their coloration, which ranges from brown to yellow. A giant sun spider is about 10 feet in diameter and weighs approximately 250 pounds.

Sages call these creatures monstrous solifugids or monstrous solpugids. Less educated people sometimes call them giant camel spiders or giant false spiders.