Swarm Spider

To Monsters

primeval border

Diminutive vermin (Swarm)
Hit Dice 2d8 (9 hp)
Initiative +3
Speed 20 ft. (4 squares), Climb 20 ft.
Armor Class 17 (+4 size, +3 Dexterity), touch 17, flat-footed 14
Base Attack/Grapple +1/-
Attack Swarm (1d6 plus poison)
Full Attack Swarm (1d6 plus poison)
Space/Reach 10 ft./0 ft.
Special Attacks Distraction, poison
Special Qualities Darkvision 60 ft., swarm traits, tremorsense 30 ft., vermin traits
Saves Fort +3, Ref +3, Will +0
Abilities Strength 1, Dexterity 17, Constitution 10, Intelligence -, Wisdom 10, Charisma 2
Skills Climb +11, Listen +4, Spot +4
Environment Warm forests
Organization Solitary, tangle (2-4 swarms), or colony (7-12 swarms)
Challenge Rating 1
Treasure None
Alignment Always neutral
Advancement None
Level Adjustment -


A spider swarm seeks to surround and attack any living prey it encounters. A swarm deals 1d6 points of damage to any creature whose space it occupies at the end of its move.

Distraction (Ex): Any living creature that begins its turn with a spider swarm in its space must succeed on a DC 11 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

Poison (Ex): Injury, Fortitude DC 11, initial and secondary damage 1d3 Strength. The save DC is Constitution-based.

Skills: A spider swarm has a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. It uses its Dexterity modifier instead of its Strength modifier for Climb checks. It can always choose to take 10 on a Climb check, even if rushed or threatened.

natural rock

To Monsters

The Worlds of Mankind is owned and created by Mark John Goodwin

The text on this page is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.

‘d20 System’ and the ‘d20 System’ logo are trademarks of Wizards of the Coast, Inc.
and are used according to the terms of the d20 System License version 6.0.
A copy of this License can be found at www.wizards.com/d20.