Home | Races | Astomi | Boggart | Cecaelia | Centaur | Doppelganger | Draconian | Dwarf | Elder Thing | Elf | Faun | Ganeshan | Gargoyle | Ghillie Dhu | Giant | Goblin | Grey | Hob | Homunculus | Human | Jinn | Jorogumo | Kappa | Kasha | Kobold | Merfolk | Mi-Go | Minotaur | Myrmidon | Naga | Nephilim | Onikuma | Oozling | Orc | Popobawa | Powrie | Rephaite | Revenant | Saurian | Shan | Sprite | Tengu | Troll | Unicorn | Vanara | Vodyanoy | Wulver | Yaddithian | Yithian


Jorōgumo



Jorōgumo have a lower body that appears like a giant spider. However, where the spider' head would normally be is instead a humanoid from the waist up much like a centaur has the upper body of a humanoid and lower body of a horse. Jorōgumos origins are mysterious, though as a type of chimera, they likely were created through similar means to centaurs.



CREATURE TRAITS (12 XP)



ATTRIBUTES (0 XP)



LANGUAGES (0 XP)



INNATE ABILITIES (12 XP)



VARIANTS


Arcane Jorogumo Some Jorogumo grow up in wizard towers or exposed to arcane energies. They change their attribute modifiers to +2 Dexterity, +2 Intelligence, -2 Charisma.

Primal Jorogumo Some Jorogumo grow up far from civilization. They have a +2 innate bonus to Constitution and Wisdom instead of Strength and Charisma.



ADDITIONAL ABILITIES

Jorogumo begin with their innate traits and can gain additional traits from the following list as feats.

Bite (1 XP): You gain a bite attack which is a melee weapon dealing 1d4 + Str piercing damage with the grappling, innate, light, and mouth types.

Big Build (3 XP): Jorogumo grow larger as they mature. The first time you take this feat you are treated as large size for the purposes of carrying capacity and making combat maneuvers (but not resisting them). The second time you take it you are also considered large for the purposes of resisting combat maneuvers and for the purposes of wielding handheld items such as weapons. The third time you take this feat, you gain 5 feet of reach and become large in size adjusting your innate weapon damage dice and gaining the appropriate size modifiers.

Grappler (3 XP/tier): You gain the Improved Grapple feat even if you do not meet the prerequisites. The second time you take this, you also gain Greater Grapple.

Spider Climb (2 XP): You can climb perfectly smooth, flat, and vertical surfaces with a base Climb DC of 35 (before accounting for other factors such as a slippery or shaky surface, violent winds, etc.).

Spider Grapple (4 XP): You can treat your legs as arms but only for the purposes of climbing and grappling. You gain a cumulative +1 circumstance bonus to Climb checks for every leg devoted only to climbing and a cumulative +1 circumstance bonus to Grapple attacks and Escape saves for every leg devoted only to grappling. You must have at least half your limbs holding you on a stable surface in order to benefit from this effect.

Sting (1 XP): You gain a sting attack which is a melee weapon dealing 1d4 + Str piercing damage with the deadly, innate, light, and tail types.

Tremor Sense (2 XP/tier): You gain Blindsense (Tremorsense) out to 10 feet/tier.

Venom (4 XP): You gain Envenom as an innate biotic power with the biomancy, innate, and poison types.

Web Bolt (2 XP): You can use Web Bolt as an innate extraordinary ability.

Spider Sense (4 XP): You gain Uncanny Dodge as an Unchained Barbarian with a level equal to your character level. This automatically improved to include Improved Uncanny Dodge at 5th level. If you take this trait a second time, you gain Danger Sense as well.