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/Possessions: 1/10 coins; 50% goods; 50% items
City of Splendors: Waterdeep
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.
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.