Size:
Medium
Type:
Monstrosity
Form:
biped
Temper:
# App:
± solitary or cult (2-6 plus 2-8 spiders of var
Lair:
Diet:
Combat Dice:
0
Hit Points:
0
Attack Rank:
0
Passive Defense:
0
Active Defense:
Damage Reduction:
0
Role:
lurker
Ground:
± 30 ft.
Climb/Arboreal:
± 50 ft.
Flight:
Swim:
± 40 ft.
Benthic:
Burrow:
Ethereal:
Actions/Abilities/Traits: Pathfinder 1e
Actions/Abilities/Traits: Pathfinder 1e
Special
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)
Special
3/day
bestow curse (DC 21), suggestion (DC 20)
Special
At will
charm person (DC 18), detect thoughts (DC 19)
Special
Poison (Ex)
Bite-injury; save Fort DC 23; frequency 1/round for 6 rounds; effect 1d6 Wisdom damage; cure 3 saves.
Special
Spider Empathy (Ex)
This ability functions as a druid's wild empathy, save that it works only on spiders. A jorogumo uses her Hit Dice (normally 14) as her effective druid level. 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).
Special
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.
Special
Swift Shapechanger (Ex)
A jorogumo can assume spider or human form as a swift action.
Action
Feat 1
Dodge
Action
Feat 2
Improved Critical (bite)
Action
Feat 3
Improved Iron Will
Action
Feat 4
Iron Will
Action
Feat 5
Mobility
Action
Feat 6
Power Attack
Action
Feat 7
Spring Attack
Action
Melee 1
bite +20 (1d4+6/19-20 plus poison)
Action
Melee 2
2 claws +20 (1d6+6)
Treasure
standard
Environments
temperate mountain valleys
Actions/Abilities/Traits: Pathfinder 1e
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