Havvuk Moonrock is missing. He is lead shepherd, but had a tendency to wander off beyond the giant settlement's territory into the Valley of Webs
He has been taken by - Ishpeth Vall - a Jorogumo, to mate and plant eggs within.
Ishpeth Vall
Jorogumo; CR: 12; XP: 19,200; Align: NE; Medium monstrous humanoid
Init: +4; Senses: darkvision 60 ft.; Perception +18
DEFENSE: AC: 27; TAC: 15; FFAC: 22 (+4 Dex, +1 dodge, +12 natural); HD: 14d10+84; HP: 161; Saves: For: +10, Ref: +13, Will: +14; SR: ; DR: 10/cold iron and magic; Immune: poison
OFFENSE: Speed: 30 ft., climb 50 ft., swim 40 ft.; Melee: bite +20 (1d4+6/19-20 plus poison), 2 claws +20 (1d6+6); Ranged: ; Space: ; Reach: ;
Special Attacks: sneak attack +3d6, web (+18 ranged, DC 23, 14 hp);
Spell-Like Abilities: (CL 12th; concentration +19);
At will—charm person (DC 18), detect thoughts (DC 19)
3/day—bestow curse (DC 21), suggestion (DC 19)
1/day—hold monster (DC 22), summon nature’s ally V (1 ogre spider or 1d3 giant black widow spiders or 1d4+1 giant spiders)
Statistics: Str: 22; Dex: 19; Con: 22; Int: 15; Wis: 17; Cha: 24; BAB: +14; CMB: +20; CMD: 35
Feats: Dodge, Improved Critical (bite), Improved Iron Will, Iron Will, Mobility, Power Attack, Spring Attack
Skills: Monstrous Humanoid: (4+Int/HD) Acrobatics (D) +14, Bluff (Ch) +19, Climb (S)(c) +29 (+37 with spider legs), Craft ( ) (I)(c), Diplomacy (Ch) +18, Fly (D)(c), Intimidate (Ch)(c), Perception (W)(c) +18, Perform (string) (Ch) +10, Ride (D)(c), Sense Motive (W) +15, Stealth (D)(c) +19, Survival (W)(c), Swim (S)(c) +14; Racial Modifiers: +8 Climb with spider legs
Special Abilities:
Poison (Ex): Bite—injury; save Fort DC 23; frequency 1/round for 6 rounds; effect 1d6 Wisdom damage; cure 3 saves.
Spider Empathy (Ex): This ability functions as a druid’s wild empathy, save that it works only on spiders. A jorogumo gains a racial bonus on this check equal to her Hit Dice (normally +14). Spiders are normally mindless, but this empathic communication imparts upon them a modicum of implanted intelligence, allowing the jorogumo to train them and use them as guardians (though it does not grant them skills or feats).
Spider Legs (Ex): A jorogumo’s spider legs can emerge or retract as a free action. When a jorogumo’s spider legs are present, she gains a +8 circumstance bonus on Climb checks and gains Deflect Arrows as a bonus feat.
Swift Shapechanger (Ex): A jorogumo can assume spider or human form as a swift action.
Languages: Aklo, Common, Sylvan
Special Qualities: change shape (giant spider; vermin shape I), spider empathy +21, swift shapechanger
Environment: temperate mountain valleys
Organization: solitary or cult (2-6 plus 2-8 spiders of various sizes)
Treasure: standard, 9,000gp
"Eight spindly spider legs, flocked with coarse black hairs, stretch from the back of this otherwise beautiful black-haired woman."
Jorogumos are seductive schemers who secret themselves away in isolated mountain valleys where they lure travelers, especially men, to their dooms. Exclusively female, jorogumos must mate with humanoids to produce fertile eggs. After copulation, a jorogumo paralyzes her partner by poisoning him into a coma. She lays a single egg within the father’s body, then cocoons the corpse and hides the victim. Periodic visits to re-poison the victim ensure his coma lasts for the 2d4 days required for the young jorogumo to hatch and feed. Jorogumos are enthusiastic enemies of tengus and attack them on sight—they never take tengus as “mates.”
6
Spider, Goliath; CR: 11; XP: 12,800; Align: N; Colossal vermin
Init: +1; Senses: darkvision 60 ft., tremorsense 60 ft.; Perception +4
DEFENSE: AC: 25; TAC: 3; FFAC: 24 (+1 Dex, +22 natural, –8 size); HD: 14d8+84; HP: 147; Saves: For: +15, Ref: +5, Will: +4; Immune mind-affecting effects
OFFENSE: Speed: 40 ft., climb 20 ft.; Melee: bite +17 (6d8+22 plus poison); Ranged: ; Space: 30 ft.; Reach: 30 ft.;
Special Attacks: poison, poisoned web (+13 ranged, DC 23, 14 hp), trample (4d8+22, DC 32);
Statistics: Str: 41; Dex: 13; Con: 22; Int: -; Wis: 10; Cha: 2; BAB: +10; CMB: +33; CMD: 44 (56 vs. trip)
Feats:
Skills: Acrobatics (D), Appraise (I), Bluff (Ch), Climb (S) +23, Craft ( ) (I), Diplomacy (Ch), Disable Device (I*), Disguise (Ch), Escape Artist (D), Fly (D), Handle Animal (Ch*), Heal (W), Intimidate (Ch), Knowledge (Arcana) (I*), Knowledge (Dungeoneering) (I*), Knowledge (Engineering) (I*), Knowledge (Geography) (I*), Knowledge (History) (I*), Knowledge (Local) (I*), Knowledge (Nature) (I*), Knowledge (Nobility) (I*), Knowledge (Planes) (I*), Knowledge (Religion) (I*), Linguistics (I*), Perception (W) +4, Perform ( ) (Ch), Profession ( ) (W*), Ride (D), Sense Motive (W), Sleight of Hand (D*), Spellcraft (I*), Stealth (D) –7 (+1 in forests), Survival (W), Swim (S), Use Magic Device (Ch*); Racial Modifiers: +8 Climb, +4 Perception, +8 Stealth (+16 in forests)
Special Abilities:
Poison (Ex): Bite—injury; save Fort DC 23; frequency 1/round for 6 rounds; effect 1d6 Str and paralysis 1 round; cure 2 consecutive saves.
Poisoned Web (Ex): This ability works like the web ability, but affects all creatures in a 10-foot-radius burst. In addition, any creature hit by the web must save against the spider’s poison.
Languages:
Special Qualities:
Environment: any forests or swamps
Organization: solitary, pair, or colony (3–6)
Treasure: incidental
"This massive brown-and-green tarantula is the size of a large house and has huge, razor-sharp fangs."
Goliath spiders are giant hunting spiders that most often prey on large creatures such as giant scorpions, snakes, and younger dragons, but sometimes catch and paralyze smaller prey to eat later. Camouflaged by their hairs and coloration, they prowl atop the forest canopy, dropping upon unsuspecting creatures. Females often cannibalize their mates.
Spider, Ogre; CR: 5; XP: 1,600; Align: N; Huge vermin
Init: +2; Senses: darkvision 60 ft., tremorsense 60 ft.; Perception +5
DEFENSE: AC: 18; TAC: 10; FFAC: 16(+2 Dex, +8 natural, -2 size); HD: 7d8+21; HP: 52; Saves: For: +8, Ref: +4, Will: +3; Immune mind-affecting effects
OFFENSE: Speed: 40 ft., climb 40 ft.; Melee: bite +8 (2d8+7 plus poison) ; Ranged: ; Space: 15 ft.; Reach: 15ft.;
Special Attacks: web (+5 ranged, DC 16, hp 7);
Spell-Like Abilities: (CL );
Statistics: Str: 21; Dex: 15; Con: 16; Int: -; Wis: 12; Cha: 2; BAB: +5; CMB: +12; CMD: 24 (36 vs. trip)
Feats:
Skills: Acrobatics (D), Appraise (I), Bluff (Ch), Climb (S) +29, Craft ( ) (I), Diplomacy (Ch), Disable Device (I*), Disguise (Ch), Escape Artist (D), Fly (D), Handle Animal (Ch*), Heal (W), Intimidate (Ch), Knowledge (Arcana) (I*), Knowledge (Dungeoneering) (I*), Knowledge (Engineering) (I*), Knowledge (Geography) (I*), Knowledge (History) (I*), Knowledge (Local) (I*), Knowledge (Nature) (I*), Knowledge (Nobility) (I*), Knowledge (Planes) (I*), Knowledge (Religion) (I*), Linguistics (I*), Perception (W) +5, Perform ( ) (Ch), Profession ( ) (W*), Ride (D), Sense Motive (W), Sleight of Hand (D*), Spellcraft (I*), Stealth (D) -2, Survival (W), Swim (S), Use Magic Device (Ch*); Racial Modifiers: +16 Climb, +4 Perception, +4 Stealth
Special Abilities:
Poison (Ex): Bite—injury; save Fort DC 18 (includes +2 racial bonus); frequency 1/round for 6 rounds; effect 1d4 Str and 1d4 Dex; cure 1 save.
Languages:
Special Qualities: compression (The creature can move through an area as small as one-quarter its space without squeezing or one-eighth its space when squeezing.)
Environment: temperate or cold hills or underground
Organization: solitary or pair
Treasure: incidental
"This towering spider is the size of an elephant. Its legs have spiky joints and its face looks vaguely, but disturbingly, humanoid."
8 Giant Blackwidow spiders
Spider, Giant, Black Widow; CR: 3; XP: 800; Align: N; Large vermin
Init: +2; Senses: darkvision 60 ft., tremorsense 60 ft.; Perception +4
DEFENSE: AC: 15; TAC: 11; FFAC: 13 (+2 Dex, +4 natural, -1 size); HD: 5d8+15; HP: 37; Saves: For: +7, Ref: +3, Will: +1; Immune: mind-affecting effects
OFFENSE: Speed:30 ft., climb 30 ft ; Melee: bite +6 (1d8+6 plus poison); Ranged: ; Space: 10 ft.; Reach: 5 ft.;
Special Attacks: web (+4 ranged, DC 19, 5 hp);
Statistics: Str: 19; Dex: 15; Con: 16; Int: -; Wis: 10; Cha: 2; BAB: +3; CMB: +8; CMD: 20 (32 vs. trip)
Feats:
Skills: Acrobatics (D), Appraise (I), Bluff (Ch), Climb (S) +20, Craft ( ) (I), Diplomacy (Ch), Disable Device (I*), Disguise (Ch), Escape Artist (D), Fly (D), Handle Animal (Ch*), Heal (W), Intimidate (Ch), Knowledge (Arcana) (I*), Knowledge (Dungeoneering) (I*), Knowledge (Engineering) (I*), Knowledge (Geography) (I*), Knowledge (History) (I*), Knowledge (Local) (I*), Knowledge (Nature) (I*), Knowledge (Nobility) (I*), Knowledge (Planes) (I*), Knowledge (Religion) (I*), Linguistics (I*), Perception (W) +4, Perform ( ) (Ch), Profession ( ) (W*), Ride (D), Sense Motive (W), Sleight of Hand (D*), Spellcraft (I*), Stealth (D) +2 (+6 in webs), Survival (W), Swim (S), Use Magic Device (Ch*); Racial Modifiers: +8 Climb, +4 Perception, +4 Stealth (+8 webs)
Special Abilities:
Poison (Ex): Bite—injury; save Fort DC 17; frequency 1/round for 6 rounds; effect 1d3 Con and staggered; cure 2 saves. Save DC is Con-based with a +2 racial bonus.
Strong Webs (Ex): A black widow’s webs gain a +4 bonus to the DC to break or escape.
Languages:
Special Qualities: strong webs
Environment: any land
Organization: solitary, pair, or colony (3–8)
Treasure: incidental
"This long-legged spider has a huge, glossy black abdomen, marked on the underside with the shape of a crimson hourglass."
8 Giant Spiders - male blackwidows
Spider, Giant; CR: 1; XP: 400; Align: N; Medium vermin
Init: +3; Senses: darkvision 60 ft., tremorsense 60 ft.; Perception +4
DEFENSE: AC: 14; TAC: 13; FFAC: 11; HD: 3d8+3; HP: 16; Saves: For: +4, Ref: +4, Will: +1; Immune: mind-affecting spells
OFFENSE: Speed: 30 ft., climb 30 ft.; Melee: bite +2 (1d6 plus poison)
Special Attacks: web (+5 ranged, DC 12, hp 2)
Statistics: Str: 11; Dex: 17; Con: 12; Int: -; Wis: 10; Cha: 2; BAB: +2; CMB: +2; CMD: 15 (27 vs. trip)
Feats:
Skills: Acrobatics (D), Appraise (I), Bluff (Ch), Climb (S) +16, Craft ( ) (I), Diplomacy (Ch), Disable Device (I*), Disguise (Ch), Escape Artist (D), Fly (D), Handle Animal (Ch*), Heal (W), Intimidate (Ch), Knowledge (Arcana) (I*), Knowledge (Dungeoneering) (I*), Knowledge (Engineering) (I*), Knowledge (Geography) (I*), Knowledge (History) (I*), Knowledge (Local) (I*), Knowledge (Nature) (I*), Knowledge (Nobility) (I*), Knowledge (Planes) (I*), Knowledge (Religion) (I*), Linguistics (I*), Perception (W) +4 (+8 in webs), Perform ( ) (Ch), Profession ( ) (W*), Ride (D), Sense Motive (W), Sleight of Hand (D*), Spellcraft (I*), Stealth (D) +7 (+11 in webs), Survival (W), Swim (S), Use Magic Device (Ch*); Racial Modifiers: +4 Perception, +4 Stealth (+8 in webs), +16 Climb
Special Abilities:
Poison (Ex): Bite - injury; save Fort DC 14; frequency 1/rd for 4 rounds; effect 1d2 Strength damage; cure 1 save
Languages:
Special Qualities:
Environment: any
Organization: solitary, pair, or colony (3-8)
Treasure: incidental
"A spider the size of a man crawls silently from the depths of its funnel-shaped web."
The statistics above are for a web-spinning spider. Hunting spiders lose the web ability but gain a +8 racial modifier on Acrobatics checks. All giant spiders have a +2 racial bonus on poison save DCs.
10 Swarms
Swarm, Scarlet Spider; CR: 2; XP: 600; Align: N; Fine vermin (swarm)
Init: +2; Senses: darkvision 60 ft.; Perception +4
DEFENSE: AC: 20; TAC: 12; FFAC:18 (+2 Dex, +8 size) ; HD: 3d8; HP: 13; Saves: For: +3, Ref: +3, Will: +1; Immune mind-affecting effects, weapon damage, swarm traits, vermin traits: ; Weaknesses swarm traits
OFFENSE: Speed: 10 ft., climb 10 ft.; Melee: swarm (1d6 plus disease); Ranged: ; Space: 10 ft.; Reach: ;
Special Attacks: disease, distraction (DC 11), painful bite;
Spell-Like Abilities: (CL );
Statistics: Str: 1; Dex: 15; Con: 10; Int: -; Wis: 10; Cha: 2; BAB: +2; CMB: -; CMD: -
Feats:
Skills: Acrobatics (D), Appraise (I), Bluff (Ch), Climb (S) +10, Craft ( ) (I), Diplomacy (Ch), Disable Device (I*), Disguise (Ch), Escape Artist (D), Fly (D), Handle Animal (Ch*), Heal (W), Intimidate (Ch), Knowledge (Arcana) (I*), Knowledge (Dungeoneering) (I*), Knowledge (Engineering) (I*), Knowledge (Geography) (I*), Knowledge (History) (I*), Knowledge (Local) (I*), Knowledge (Nature) (I*), Knowledge (Nobility) (I*), Knowledge (Planes) (I*), Knowledge (Religion) (I*), Linguistics (I*), Perception (W) +4, Perform ( ) (Ch), Profession ( ) (W*), Ride (D), Sense Motive (W), Sleight of Hand (D*), Spellcraft (I*), Stealth (D) +22, Survival (W), Swim (S), Use Magic Device (Ch*); Racial Modifiers: +4 Perception, +4 Stealth
Special Abilities:
Disease (Ex): Red Ache: Swarm—injury; save Fort DC 13; onset 1d3 days; frequency 1/day; effect 1d6 Str damage; cure 2 consecutive saves. The save DC is Constitution-based and includes a +2 racial bonus.
Painful Bite (Ex): The bite of a scarlet spider is extremely painful. A creature bitten takes a -1 circumstance penalty on attack rolls, weapon damage rolls, and ability and skill checks until cured. A neutralize poison or remove disease spell, or a DC 13 Heal check removes the penalty. The check DC is Constitution-based and includes a +2 racial bonus.
Languages:
Special Qualities:
Environment: temperate forests
Organization: solitary, pack (2-4), or colony (5-10)
Treasure: none
"A whirling storm of scarlet-banded spiders scuttles toward you."
Havvuk Moonrock
Giant, Stone; CR: 8; XP: 4,800; Align: N; Large humanoid (giant)
Init: +2; Senses: darkvision 60 ft., low-light vision; Perception +12
DEFENSE: AC: 22; TAC: 11; FFAC: 20; HD: 12d8+48; HP: 102; Saves: For: +12, Ref: +6, Will: +7; Defensive Abilities improved rock catching
OFFENSE: Speed: 40 ft.; Melee: greatclub +16/+11 (2d8+12) or 2 slams +16 (1d8+8); Ranged: rock +11/+6 (1d8+12); Space: 10 ft.; Reach: 10 ft.; Special Attacks: rock throwing (180 ft.);
Statistics: Str: 27; Dex: 15; Con: 19; Int: 10; Wis: 12; Cha: 10; BAB: +9; CMB: +18; CMD: 30
Feats: Iron Will, Martial Weapon Proficiency (greatclub), Point Blank Shot, Power Attack, Precise Shot, Quick Draw
Skills: Humanoid: (2+Int/HD) Climb (S)(c) +12, Craft ( ) (I)(c), Handle Animal (Ch*)(c), Heal (W)(c), Intimidate (Ch) +12, Perception (W) +12, Profession ( ) (W*)(c), Ride (D)(c), Stealth (D) +4 (+12 in rocky terrain), Survival (W)(c); Racial Modifiers: +8 Stealth in rocky terrain
Special Abilities:
Improved Rock Catching (Ex): A stone giant gains a +4 racial bonus on its Reflex save when attempting to catch a thrown rock with rock catching. This ability otherwise works like the rock catching ability.
Languages: Common, Giant
Special Qualities:
Environment: temperate mountains
Organization: solitary, gang (2–5), band (4–8), hunting party (9–12 plus 1 elder), or tribe (13–30 plus 35% noncombatants, 1–3 elders, and 4–6 dire bears)
Treasure: standard (greatclub, other treasure). 3,350 gp
"This giant has chiseled, muscular features and a flat, forward-sloping head, looking almost as if it were carved of stone."