Hello and welcome back to this edition of Frightful Fridays! Drejk posted this beauty on my wall this week, and it inspired me to create the sanguinary spider. It loves your character's blood, and it has many ways of extracting it and making sure the blood keeps flowing.
I hope you enjoy(?) the sanguinary spider, and I'll be back next time with a new monster. Thanks for reading!
This enormous spider has a blood-red underbody and brown splotches cover the top of its body. Its mandibles drip with blood, most likely not its own.
Sanguinary Spider CR 9
N Huge magical beast
Init +7; Senses sense blood, darkvision 60 ft., low-light vision; Perception +15
Aura hemorrhagic aura (20 ft.)
AC 24, touch 12, flat-footed 20 (+3 Dex, +1 dodge, +12 natural, –2 size)
hp 114 (12d10+48)
Fort +12, Ref +11, Will +6
Immune mind-affecting effects
Speed 50 ft., climb 40 ft.
Melee bite +18 (4d6+12/19–20 plus 1d6 bleed, grab, and poison)
Space 15 ft.; Reach 10 ft.
Special Attacks blood drain (1d2 Constitution), blood puppet
Str 27, Dex 17, Con 18, Int 1, Wis 14, Cha 8
Base Atk +12; CMB +22 (+26 grapple); CMD 36 (44 vs. trip)
Feats Dodge, Improved Critical (bite), Improved Initiative, Mobility, Power Attack, Spring Attack
Skills Acrobatics +3 (+11 to jump), Climb +16, Perception +15, Stealth +0 (+4 in webs); Racial Modifiers +4 Stealth (+8 in webs)
Environment temperate or warm forests
Blood Puppet (Su) When a sanguinary spider deals a total of 20 points of bleed damage, it can create a blood golem from the collected blood. The golem attacks the nearest opponent until it is destroyed. If the spider dies or the golem moves more than 20 feet from the spider, the golem splashes harmlessly into a pool of blood.
Hemorrhagic Aura (Su) A creature that begins its turn within 20 feet of a sanguinary spider must succeed at a DC 20 Fortitude save or take 1d2 points of bleed damage. This bleed damage stacks with bleed inflicted by the spider’s bite.
Anticoagulating Poison (Ex) Bite—injury; save Fort DC 20; frequency 1/round for 6 rounds; initial effect 1d6 Con; secondary effect bleed damage inflicted by the spider cannot be ended with a Heal check, and a creature applying magical healing must succeed at a DC 20 caster level check to stop the bleed damage; cure 2 consecutive saves.
Sense Blood (Ex) A sanguinary spider can immediately sense the presence of warm-blooded creatures in a 60-foot radius as if by scent. It can detect exposed blood within a mile.
Sitting at the center of a bloody mass of webs, sanguinary spiders prefer to wait for prey to stumble into their territories. Though they can sense blood-filled prey from a great distance, they wait until such prey get within range of their hemorrhagic aura before launching an attack and finishing the job started by the aura. If potential meals flee from sanguinary spiders, they still collect enough blood to sate their hungers until more prey arrives. In dire circumstances against troublesome foes, the spiders can animate blood into humanoid facsimiles for protection. The creatures spin webs from congealing remains they do not feed upon; these webs do not entangle prey, but they are unnervingly sticky from the drying blood.