Watchspider (CR 1)
Medium Magical Beast
Alignment: Usually chaotic neutral
Initiative: +4 (Dex); Senses: darkvision 60 ft., low-light vision, tremorsense 60 ft., Listen +3, and Spot +12
AC: 16 (+4 Dex, +2 natural), touch 14, flat-footed 12
Hit Dice: 2d10+4 (15 hp)
Fort +5, Ref +7, Will +1
Speed: 30 ft., climb 30 ft.
Space: 5 ft./5 ft.
Base Attack +2; Grapple +3
Attack: Bite +6 melee
Full Attack: Bite +6 melee
Damage: Bite 1d6+1 plus poison
Special Attacks/Actions: Poison; web
Abilities: Str 13, Dex 19, Con 14, Int 2, Wis 12, Cha 6
Feats: Alertness; Weapon Finesse
Skills: Climb +13, Hide +9, Jump +13, Listen +3, and Spot +12
Advancement: 3-4 HD (Medium); 5-6 HD (Large)
Climate/Terrain: Warm forests
Organization: Solitary or colony (2-5)
Treasure: 1/10 coins; 50% goods; 50% items
City of Splendors: Waterdeep
Watchspiders spin webs to use as lairs but rove about hunting prey. They exhibit more of a pack mentality than true vermin and a degree of coordination unknown to their mindless relatives.
Poison (Ex): Injury, Fortitude DC 13; initial and secondary damage 1d4 Str. The save DC is Constitution-based.
Web (Ex): A watchspider often waits in its web or in a tree, then lowers itself silently on silk strands and leaps onto prey passing beneath. A single strand is strong enough to support a spider and one creature of the same size.
A watchspider can move across its own web at, its climb speed and can pinpoint the location of any creature touching its web.
Skills: Watchspiders have a +4 racial bonus on Hide checks, a +8 racial bonus on Climb and Spot checks, and a +10 racial bonus on Jump checks. A watchspider can always choose to take 10 on Climb checks, even if rushed or threatened. Watchspiders use either their Strength or Dexterity modifier for Climb checks, whichever is higher.