Type: 12th Level Undead
Size: Gargantuan
Speed: 30 ft., climb 20 ft.
Abilities: Str +9, Dex +2, Con -, Int -2, Wis +1, Cha +1
Skills: Climb 0 (+17), Notice 15 (+16), Stealth 15 (+5)
Feats: All-Out Attack, Attack Focus (bite), Awesome Blow, Cleave, Double Strike
Traits: Darkvision 60 ft., Poison Swarm, Undead Traits, Web
Combat: Attack +4 (+6 base, +2 Dex, -4 size) (+5 with bite), Damage +15 (bite) or +12 (claws), Defense Dodge/Parry +4/- (+6 base, -4 size, +2 Dex), Initiative +2
Saving Throws: Toughness +18 (+6 undead, +6 natural, +6 size), Fortitude +4 (+4 base), Reflex +6 (+4 base, +2 Dex), Will +9 (+8 base, +1 Wis)
Poison Swarm: The area around a deathweb is filled with swarms of living spiders that nest in the undead thing’s exoskeleton. Any creature that comes within 10 feet of a deathweb takes +1 damage per round and must make a DC 17 Fortitude save or be poisoned (initial and secondary damage 1 Con). The save DC is Charisma-based. Any attack that deals more than +2 damage and has an area of effect large enough to affect every square a deathweb occupies destroys its poison swarm for 3 rounds. After this time, new spiders well up from inside the beast and recreate the swarm.
Web: The deathweb can create sticky webs to ensnare enemies. A deathweb can throw a web at will, but no more than once every 5 rounds. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against Colossal or smaller targets. As a standard action, an entangled creature can escape with a successful DC 16 Escape Artist check or burst it with a DC 24 Strength check. The check DCs are Constitution-based, and the Strength check DC includes a +8 racial bonus. The slimy webbing created by a deathweb has +2 Toughness. It is difficult to burn and has an effective DR of 2 against fire. Fires that cause damage will burn away the web; these fires also deal the same damage on creatures entangled in the web.
Skills: Deathwebs have a +8 racial bonus on Climb checks. A deathweb can always choose to take 10 on Climb checks, even if rushed or threatened.