Actions/Abilities/Traits: D&D 5e
Action
Ranged Weapon Attack: +9 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 18 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).
Action
Bite
Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 34 (5d10 + 7) piercing damage, and the target must succeed a DC 18 Constitution saving throw or take 14 (4d6) poison damage, or half as much on a successful save. If the target is a creature it must succeed a DC 18 Constitution saving throw or be implanted with a clump of spider eggs. That clump of spider eggs opens up and in insect swarm crawls out of the creature 1d4 rounds later, completely loyal to the jorogumo.
Action
Claw
Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 25 (4d8 + 7) slashing damage.
Action
Flaming Allies
Any spider within 60 feet of the jorogumo can spit fire, functioning as burning hands, with a spell save DC of 21. Each individual spider or insect swarm (made of spiders) can do this once per day.
Action
Multiattack
The jorogumo makes one bite attack and two claw attacks.
Action
Shapechanger
The jorogumo can turn into a Tiny spider or a Medium human with a generic appearance. It retains its stats and abilities in either form, but it cannot use its bite, claw, or web attacks if not in its natural form.
Action
Spider Empathy
The jorogumo can speak with any species of spider and control them as her guardians.
Special
bestow curse, suggestion
Innate, at will
Special
charm person, detect thoughts
Innate, at will
Special
hold monster
Innate, at will
Special
Innate Spellcasting
The jorogumo's spell casting ability is Charisma (spell save DC 21). It can innately cast the following spells, requiring no material components:
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 kenkus and attack them on sight-they never take kenkus as "mates."
5e SRD
Actions/Abilities/Traits: D&D 5e
Actions/Abilities/Traits: Pathfinder 2e
Ability
Ability
Change Shape
(concentrate, occult, polymorph, transmutation) The jorogumo takes on the appearance of any Small or Medium spider. This doesn't change their Speed or Strikes.
Ability
Darting Legs [Reaction]
Circumstance: The jorogumo has their spider legs extended or has Changed Shape;
The jorogumo raises a leg, gaining a +2 circumstance bonus to AC against the triggering attack.
Ability
Jorogumo Venom
(poison) Saving Throw Fortitude DC 32; Maximum Duration 10 rounds; Stage 1 3d6 poison damage and stupefied 1 (1 round); Stage 2 3d6 poison damage and stupefied 2 (1 round); Stage 3 paralyzed for 2d4 hours
Ability
Occult Innate Spells
DC 34; 7th summon animal (spiders only); 4th outcast's curse (×3), suggestion (×3); 3rd mind reading (at will); 1st charm (at will); Constant (5th) tongues; (2nd) speak with animals (spiders only)
Ability
Spider Legs
Circumstance: The jorogumo is in humanoid form;
Eight large spider legs sprout from the jorogumo's back, granting them a 40-foot climb Speed and allowing them to use the Darting Legs reaction.
Ability
Web Trap
A creature hit by the jorogumo's web attack is immobilized and stuck to the nearest surface, preventing the creature from moving. The DC to Escape or Force Open the web trap is 32.
Offense
Melee
Circumstance: combat round (melee)
jaws +25 [+20/+15], Damage 2d8+14 piercing plus jorogumo venom
Offense
Ranged
Circumstance: combat round (ranged)
web +23 [+18/+13] (range increment 60 feet), Effect: Web Trap
Trait
Humanoid
Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
Language
Aklo
Common
Sylvan
tongues
Perception
darkvision
Resistance
poison 15
Weakness
cold iron 10
Actions/Abilities/Traits: Pathfinder 2e