Bloodsilk Spider (CR 2)
Small Magical Beast
Alignment: Usually neutral
Initiative: +3 (Dex); Senses: darkvision 60 ft., tremorsense 60 ft., Listen+0, and Spot +4 (*When a bloodsilk spider is in its web
AC: 16 (+1 size, +3 Dex, +2 natural), touch 14, flat-footed 13
Hit Dice: 2d10 (11 hp)
Fort +3, Ref +6, Will +0
Speed: 30 ft. and Climb 20 ft.
Space: 5 ft., Reach 5 ft.
Base Attack +2; Grapple -3
Attack: Melee: bite +6 (1d6-1); Ranged: blood web +6 ranged touch (entangle)
Special Attacks/Actions: blood drain
Abilities: Str 9, Dex 16, Con 10, Int 2, Wis 10, Cha 2
Special Qualities:
Feats: Weapon Finesse,
Skills: Climb +11, Hide +12*, Listen+0, Move Silently +3*, Spot +4 (*When a bloodsilk spider is in its web, and it has a +8 racial bonus on Move Silently checks.), and its racial bonus on Hide checks increases to +8
Advancement: 3-4 HD (Small); 5-8 HD (Medium); 9-12 HD (Large)
Climate/Terrain:
Organization: Solitary; cluster (4-8), nest (8-16)
Treasure/Possessions: 50% chance of items in nest
Source:
Monster Manual IV
Blood Drain (Su): As a swift action each round, a bloodsilk spider can command its webs to drill into ensnared creatures, drain their blood, and channel it to the spider. The spider must be in contact with its webs to use this ability. A bloodsilk spider's webs deal 1d4 points of damage at the beginning of each round to an opponent entangled in them. This ability does not affect elementals, plants, or creatures that lack a Constitution score.
A bloodsilk spider gains temporary hit points equal to the damage dealt. A bloodsilk spider can gain no more than 10 temporary hit points in this fashion. These temporary hit points last for up to 24 hours.
Blood Web (Ex): A bloodsilk spider can throw a blood-red web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the spider. The web anchors the target in place, allowing no movement. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free.
An entangled creature can escape with a DC 11 Escape Artist check or burst the web with a DC 15 Strength check. Both are standard actions. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus. The web has 12 hit points and hardness 0. The blood that soaks it gives the web immunity to fire damage, unlike ordinary spider webs.
A bloodsilk spider can create sheets of sticky webbing from 5 to 20 feet square. The webs are red with blood drained from its victims, and in some places they drip blood. The spider usually positions these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Each 5-foot section of webbing has 12 hit points and damage reduction 5/-.
A bloodsilk spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.
Skills: Bloodsilk spiders have a +4 racial bonus on Hide checks (except when in their webs; see above) and a +4 racial bonus on Spot checks.
A bloodsilk spider has a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. It uses either its Strength or its Dexterity modifier for Climb checks, whichever is higher.