Jorogumo Disciple
Creature 16 (rare) — humanoid
FlankerShadeLANDAQUATIChumanoid
Appearing as beautiful, well-dressed humans, jorogumo lurk in the high mountains and prey on travelers. These evil creatures can fully change into a giant spider or sprout spider legs from their backs, and they often keep giant spiders as pets. Jorogumo usually eat their prey, but some humanoids meet an even more gruesome fate as living incubators for jorogumo eggs. Though most jorogumos are solitary creatures, some have taken up worship of Norgorber and serve as valuable allies to thieves' guil
Source: curtain-call-bestiary
Perception +27; darkvision
Languages aklo, common, fey; tongues
Skills acrobatics +29, athletics +30, crafting +27, deception +31, diplomacy +31, occultism +27, performance +29, religion +29, stealth +29
Str
+6
Dex
+5
Con
+5
Int
+3
Wis
+5
Cha
+7
AC 39
Fort +25
Ref +27
Will +29
HP 315
Resistances poison 15
Weaknesses cold-iron 10
Speed 30 feet, swim 30 feet
Offense
Melee Jaws (unarmed) +30, Damage 3d12+14 piercing plus Jorogumo Venom
Melee Claw (agile, unarmed) +30, Damage 3d8+14 slashing
Ranged Web +25, range increment 60 feet, Damage 1d4 bludgeoning plus Web Trap
Abilities
Constant Spells — A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.
Darting Legs —
Change Shape (concentrate, occult, polymorph) — The jorogumo takes on the appearance of any Small or Medium spider. This doesn't change their Speed or Strikes.
The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.
The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.
Jorogumo Venom (incapacitation, poison) — Saving Throw DC 37 Fortitude
Maximum Duration 4 hours
Stage 1 3d6 poison damage and Stupefied 1 (1 round)
Stage 2 3d6 poison damage and Stupefied 2 (1 round)
Stage 3 4d6 poison damage and Stupefied 2 (1 round)
Stage 4 Paralyzed for 1d4 hours
Maximum Duration 4 hours
Stage 1 3d6 poison damage and Stupefied 1 (1 round)
Stage 2 3d6 poison damage and Stupefied 2 (1 round)
Stage 3 4d6 poison damage and Stupefied 2 (1 round)
Stage 4 Paralyzed for 1d4 hours
Skilled Poisoner — When the jorogumo disciple successfully Strikes an Off-Guard creature with their jaws, that creature takes a –2 circumstance penalty to its initial save against the poison.
Sneak Attack — The jorogumo's Strikes deal an additional 2d6 precision damage to Off-Guard creatures.
Spider Legs (concentrate, occult, polymorph) —
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 37.
The DC to Escape or Force Open the web trap is 37.
Occult Innate Spells DC 37, attack +29
5th Mind Probe, Truespeech (Constant)
4th Outcast's Curse (×3), Suggestion, Suggestion (×3)
3rd Mind Reading (At Will)
2nd Speak with Animals (Spiders Only, Constant)
1st Charm (At Will), Summon Animal (Spiders Only)
WORKS WELL WITH
AnvilLAND / AQUATICAnvil holds enemy in melee granting Flanker off-guard for Sneak Attack triggers
WeaverLAND / AQUATICWeaver control effects set up off-guard condition for Flanker's poison and precision damage
SnareLAND / AQUATICSnare area restrictions complement Web Trap to lock down enemy movement
PUNISHES
✖ low Fortitude✖ off-guard vulnerability
Works well with · Punishes · Pairing advice
Unlock with Tactics
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