Spider, Swarm (CR 2/MR 1)

An awful, scuttling mass of legs and mandibles scrambles forward out of the darkness.

Mythic Spider Swarm (CR 2/MR 1)
XP 600
Pathfinder Roleplaying Game Bestiary
N Diminutive vermin (mythic, swarm)
Init +3; Senses darkvision 60 ft., tremorsense 30 ft.; Perception +4


AC 18, touch 17, flat-footed 15 (+3 Dex, +1 natural, +4 size)
hp 17 (2d8+8)
Fort +3, Ref +3, Will +0
Defensive Abilities swarm traits; Immune mind-affecting effects, weapon damage
Weaknesses swarm traits


Speed 20 ft., climb 20 ft.
Melee swarm (1d6 plus poison and distraction)
Space 10 ft.; Reach 0 ft.
Special Attacks cling, cocooning, distraction (DC 11), mythic power (3/day, surge +1d6)


Str 1, Dex 17, Con 10, Int —, Wis 10, Cha 2
Base Atk +1; CMB —; CMD
Feats Extra Mythic PowerMF
Skills Climb +11, Perception +4; Racial Modifiers +4 Perception; uses Dexterity for Climb checks


Environment any
Organization solitary, pair, tangle (3–6 swarms) or colony (11–20 swarms)
Treasure none

Special Abilities

Cocooning (Ex) When a Medium or smaller creature fails its saving throw against a mythic spider swarm’s distraction attack, as an immediate action it can attempt to entrap (DC 11, 1d10 rounds, hardness 0, hp 2) that creature in webs. If the swarm expends one use of its mythic power, the save DC of its entrap ability and the hardness and hit points of its webs are increased by 2, and the duration is increased to 2d10 rounds. A creature entangled by this effect takes a ─2 penalty on saves against the swarm’s distraction and poison, increasing to ─4 if the creature is helpless.

Poison (Ex) Swarm—injury; save Fort DC 11; frequency 1/round for 2 rounds; effect 1d2 Str; cure 1 save. The save DC is Constitution- based.

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