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
XP 6,400
N Huge magical beast
Init +7; Senses sense blood, darkvision 60 ft.,
low-light vision; Perception +15
Aura hemorrhagic
aura (20 ft.)
DEFENSE
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
OFFENSE
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
STATISTICS
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)
ECOLOGY
Environment
temperate or warm forests
Organization
solitary
Treasure
incidental
SPECIAL ABILITIES
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.