Jorogumo

Eight spindly spider legs, flocked with coarse black hairs, stretch from the back of this otherwise beautiful black-haired woman.

Jorogumo CR 12

XP 19,200
NE Medium monstrous humanoid (shapechanger)
Init +4; Senses darkvision 60 ft.; Perception +18

DEFENSE

AC 27, touch 15, flat-footed 22 (+4 Dex, +1 dodge, +12 natural)
hp 161 (14d10+84)
Fort +10, Ref +13, Will +14
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)
Special Attacks sneak attack +3d6, web (+18 ranged, DC 23, 14 hp)
Spell-Like Abilities (CL 12th; concentration +19)

At willcharm person (DC 18), detect thoughts (DC 19)
3/daybestow curse (DC 21), suggestion (DC 19)
1/dayhold 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
Base Atk +14; CMB +20; CMD 35
Feats Dodge, Improved Critical (bite), Improved Iron Will, Iron Will, Mobility, Power Attack, Spring Attack
Skills Acrobatics +14, Bluff +19, Climb +29 (+37 with spider legs), Diplomacy +18, Perception +18, Perform (string) +10, Sense Motive +15, Stealth +19, Swim +14; Racial Modifiers +8 Climb with spider legs
Languages Aklo, Common, Sylvan
SQ change shape (giant spider; vermin shape I), spider empathy +21, swift shapechanger

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.

ECOLOGY

Environment temperate mountain valleys
Organization solitary or cult (2-6 plus 2-8 spiders of various sizes)
Treasure standard

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.”

Variant: Jorogumo, Red Harlot (CR 12)

[Source]

Eight spindly spider legs, flocked with coarse red hairs, stretch from the back of this otherwise beautiful red-haired woman. Red harlots are professional kidnappers of commerce and honor. They speak only truth once they have revealed their true nature, and never bring permanent harm to a hostage unless forced to by the hostage or the would-be rescuers.

They can be cruel in their humor and enjoy the suffering of their foes but they will always honor their bargains, regardless of outcome. A red harlot who allows permanent harm to come to her chamber guest will offer her own life as repayment of the debt.

Alignment LE; this replaces a jorogumo’s NE.

Harlot’s Chamber (Su)

A red harlot creates a mobile extra-dimensional pocket similar to the rope trick spell.

A red harlot may only have one chamber at a time and the harlot’s chamber moves with her.

She can move into this extra-dimensional pocket as a move action. She may also exit the chamber as a move action, either returning to her location prior to entering, or to just outside the entrance of the chamber. The entrance of a harlot’s chamber and those inside are protected by a nondetection effect with a DC 27. Only a living red harlot can open the entrance of a harlot’s chamber. The entrance is an invisible, stationary portal, so the red harlot must know the location of the entrance in order to be able to affect it. (This requires the ability to see invisible objects or detect portals; or it requires one to make a successful Perception check DC 40.) Killing a red harlot does not open or end the effect of a harlot’s chamber.

This replaces a jorogumo’s web special attack and summon nature’s ally V spell-like ability.

Poison (Ex)

A red harlot has five different poison sacks. All the save DCs are Constitution-based.

  • Spray—contact, as a standard action, 30 ft. cone, 1/day, Fort DC 23, frequency 1/round for 6 rounds; effect: 1d6 Dexterity damage; cure: 2 consecutive saves.
  • Bite—injury; save: Fort DC 23; frequency: 1/round for 6 rounds; effect: unconsciousness for 2d4 hours; cure: 2 consecutive saves.
  • Bite—injury; save: Fort DC 23; frequency: 1/round for 6 rounds; effect: 1d3 Strength damage and 1d3 Constitution damage; cure: 2 consecutive saves.
  • Tear drop, at will. Ingested, Fort DC 23, frequency 1 round for 6 rounds; effect: unconsciousness for 1d4 minutes, cure 3 consecutive saves.
  • Expel —inhale, as a standard action, 10 ft. radius burst, 1/day, 10-round duration, Fort DC 23, frequency 1/round for 6 rounds; effect: 1d6 Strength damage; cure: 2 consecutive saves.

This replaces a jorogumo’s poison special attack, bestow curse, and hold monster spell-like abilities.

Section 15: Copyright Notice

Pathfinder Roleplaying Game Bestiary 3, © 2011, Paizo Publishing, LLC; Authors Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

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