As you may have noticed with many other mashups featured here, spiders are versatile creatures and add horror even to something already horrifying. The taranturaptor (and the arachnishark before it) give proof to that idea. Hopefully, the next monster will be a little nicer.
A raptor's head and partial trunk extends from this enormous spider's body; each of this creature's legs ends in a raptor's dewclaw.
Taranturaptor CR 4
XP 1,200
NE Large magical beast
Init +4; Senses darkvision 60 ft., low-light vision; Perception +9
Defense
AC 17, touch 9, flat-footed 17 (–1 size, +8 natural)
hp 42 (5d10+15)
Fort +7, Ref +6, Will +4
Offense
Speed 40 ft., climb 20 ft.
Melee bite +8 (2d6+6 plus grab and poison)
Space 10 ft.; Reach 10 ft.
Special Attacks poison, swallow whole (3d6 acid damage, AC 14, 4 hp), web (+4 ranged, DC 15, 5 hp)
Statistics
Str 18, Dex 10, Con 17, Int 1, Wis 16, Cha 9
Base Atk +5; CMB +10 (+14 grapple); CMD 20 (28 vs. trip)
Feats Improved Initiative, Lightning Reflexes, Power Attack
Skills Acrobatics +4 (+8 when jumping), Climb +16, Perception +9
Ecology
Environment any temperate or warm terrestrial
Organization solitary, pair, or pack (3–8)
Treasure none
Special Abilities
Poison (Ex) Bite—Injury; save Fort DC 15; frequency 1/round for 6 rounds; effect 1d6 Dex; effect for every 2 points of Dex damage dealt, base speed decreases by 5 feet; cure 2 consecutive saves.
Taranturaptor creators decided to add a dose of raptorial cunning to a spider's body to create a more effective killing machine, but one they could theoretically control without the aid of spells or abilities they did not possess. A taranturaptor bite inflicts a poison that slows their prey, making it much easier for the creatures to overtake fleeing victims. While the dewclaws look impressive, they deal no effective harm in combat, but they allow the creature to climb surfaces incredibly well.