Spider, Giant Legwater

Giant Legwater Spider CR 3

A man-sized arachnid swiftly appears from the darkness, skimming along the waterline with unnatural ease while its mandibles snap menacingly at the air.

XP 800
N Medium vermin
Init +4; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4


AC 15, touch 14, flat-footed 11 (+4 Dex, +1 natural)
hp 22 (4d8+4)
Fort +5, Ref +5, Will +1
Defensive Abilities wily; Immune mind-affecting effects


Speed 30 ft., climb 30 ft., swim 30 ft.
Melee bite +4 (1d6+1)
Special Attacks aquatic bomber +2, web (+5 ranged, DC 12, hp 2)


Before Combat Giant legwater spiders remain hidden on their webs until they sense prey.

During Combat Giant legwater spiders focus on swimming targets, attacking from the surface whenever possible.

Morale Giant legwater spiders are highly territorial and generally very hungry, fighting to the death of themselves or their prey.


Str 12, Dex 19, Con 12, Int —, Wis 10, Cha 2
Base Atk +3; CMB +4; CMD 17 (29 vs. trip)
Skills Climb +16, Perception +4 (+8 in webs), Stealth +7 (+11 in webs), Swim +9; Racial Modifiers +4 Perception, +4 Stealth (+8 in webs), +16 Climb
SQ limited submersion (5 rounds), waterlegs


Aquatic Bomber (Ex)

When attacking a swimming target while using its waterlegs ability, a legwater spider deals +2d4+2 precision damage with its bite attack and treats the target as prone. While submerged a legwater spider gains a +2 circumstance bonus to attack and damage.

Limited Submersion (Ex)

A legwater spider can remain underwater (“holding its breath”) for a number of rounds equal to its hit die + Constitution modifier. Afterwards the legwater spider must remain in breathable atmosphere for twice as many rounds.

A legwater spider may fire its web while underwater, though its range is halved.

Waterlegs (Ex)

Legwater spiders have expanding membranes that snap out from the ends of their talons.

These allow them to walk on water and similar surfaces, treating them as regular terrain.

Wily (Ex)

Legwater spiders are extremely aggressive and territorial; any Handle Animal checks made against them (regardless of class abilities) are at a –4 penalty and spells targeting them that specifically target vermin are cast at –4 CL.


Environment underground, water
Organization pair
Treasure none

This unique breed of arachnid is highly sought after by zookeepers and biologists, well known to aquatic explorers for their deadly tactics. Scholastic debate on the origins of these insects remains heated, many defaulting to the popular speculative theory that one of the underworld’s many unique fungi are the cause. Regardless of how they came to be, aquamancers are always interested in acquiring giant legwater spiders—dead or alive.

Section 15: Copyright Notice

Aventyr Bestiary © 2017 AAW GAMES LLC Authors Mike Myler, Jonathan G. Nelson Developers, Michael Allen, Curtis Baum, Wolfgang Baur, Brian Berg, Adam Daigle, Jeffrey Gomez, Joshua Gullion, Jacob Kellogg, Jared Jeanquart, Juan Lucha, Justin Andrew Mason, Jonathan McAnulty, Michael McCarthy, Raven Mimura, Brian Wiborg Monster, Will Myers, Mike Myler, Jason Nelson, Jonathan G. Nelson, Owen K.C. Stephens, Colin Stricklin, Cory Vickruck, Stephen Yeardley Jonathan G. Nelson

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