Water Aranea

Water Aranea
Small Magical Beast (Aquatic)
Hit Dice:
2d10+2 (13 hp)
Initiative: +4
Speed: 30ft. (6 squares); swim 60ft.
Armor Class: 15 (+1 size, +4 DEX); touch 15; flat-footed 11
Base Attack/Grapple: +2/-1
Attack: Bite +6 (1d4+1 plus poison)
Full Attack: Bite +6 (1d4+1 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison cloud
Special Qualities: Amphibious, darkvision 60ft., low-light vision, blindsight 60ft.
Saves: Fort +3, Ref +3, Will +0
Abilities: Str 12, Dex 18, Con 13, Int 5, Wis 8, Cha 6
Skills: Hide +10*, Move Silently +8*, Spot +4, Swim +5*
Feats: Combat Reflexes, Weapon FinesseB
Environment: Temperate marsh
Organization: Solitary or group (2-10)
Challenge Rating: 2
Treasure: None
Alignment: Neutral
Advancement: 5-8 HD (Medium); 9-12 HD (Large); 13-16 HD (Huge)
Level Adjustment: –—

These creatures resemble spiders in appearance, having eight legs and multiple eyes on a bulbous head, but these creatures have fins on the abdomen. The legs have webbing to help it swim. It has a “blowhole” at the top of its head, and the head looks like driftwood.

Water aranea are territorial spiders that make their nests close to water, and spend most of their time in the water. These spiders are excellent swimmers, and use this to hunt and catch prey. They do not spin webs, but instead are capable of secreting a toxin while in the water. Their primary food source is fish, crustaceans, and other water creatures. However, they are fiercely territorial, and will attack anything that they deem to be infringing upon their territory.

Combat
The water aranea stays in the water to fight, unless it is of at least Large size. It first tries to hide and move silently to secrete its toxin. Once it has done this, it attacks, using its bite to reinforce the toxin.

Poison (Ex): Injury, Fortitude DC 13, initial and secondary damage 1d4 Str. The save DC is Constitution-based.

Poison Cloud (Ex): While underwater, a Water Aranea can secrete a nerve toxin that paralyzes its victims. Once it has secreted this toxin, it cannot use it again for another 2d10 minutes. The toxin affects a 10-ft radius for a Small water aranea, a 15-ft radius for Medium water aranea, a 20-ft radius for a Large water aranea, and a 30-ft radius for a Huge water aranea. The toxin dissipates after one round. Those in the area of the poison cloud must make a Fortitude save against DC 13 or become paralyzed for 1d4 rounds. The save DC is Constitution-based. All water aranea are immune to this toxin.

Skills: Water aranea have a +10 racial bonus on Hide checks and a +8 racial bonus on Move Silently checks, both of which are only applied while in water. The water aranea also has a +5 racial bonus on Swim checks to perform a special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.