Spider-Horse
Large Magical Beast
Hit Dice: 3d10+3 (19 hp)
Initiative: +3
Speed: 50 ft. (10 squares)
Armor Class: 15 (-1 Size, +3 Dex, +3 Natural), touch 12, flat-footed 13
Base Attack/Grapple: +3/+9
Attack: Hoof +4 melee (1d6+2)
Full Attack: 2 Hooves +4 Melee (1d6+2) and 2 Claws -1 Melee (1d3+1)
Space/Reach: 10 ft./5 ft.
Special Attacks: Webline
Special Qualities: Darkvision 60 ft. Low-Light Vision, Scent, Tremorsense 60 ft.
Saves: Fort +4, Ref +6, Will +2
Abilities: Str 14, Dex 17, Con 12, Int 1, Wis 12, Cha 6
Skills: Climb +11, Hide +9, Jump +4, Listen, Move Silently +11, Spot +3
Feats: Endurance, Run
Environment: Any Land but prefers Mountains
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Usually Neutral
Advancement: 4-9 HD (Large)
Level Adjustment: ---

"I think I'm going to be sick..."

"Don't listen to 'em Bessie. Yer a good horse."

Spider-Horses appear as horses with a spider-like abdomen in place of it's tail, chitinous plates and 8 eyes. It has 4 additional legs, which are also spiderlike. Created by magic, Spider-Horses are sterile, but thankfully for their masters they are as sociable as any horse. They are prized mounts as they can climb, lower themselves down drops via webline, and even spin tents for the evening. Riding them requires a specialized saddle to strap the rider in though.

Webline (Ex): A Spider-Horses webline is strong enough to support the Spider-Horse and one creature of the same size. Spider-Horses can throw a web eight times per day. 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 targets up to one size category larger than the Spider-Horse. An entangled creature can escape with a successful Escape Artist check (DC 12) or burst it with a Strength check (DC 16). Both are standard actions. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus.

Spider-Horses often create sheets of sticky webbing in a 30 feet square. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has 12 hit points, and sheet webs have damage reduction 5/—.

A Spider-Horse can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.

Tremorsense (Ex): A Spider-Horse can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with the Spider-Horse’s webs.

Skills: Spider-Horses have a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb, Hide and Move Silently checks. A Spider-Horse can always choose to take 10 on Climb checks, even if rushed or threatened. Spider-Horses use either their Strength or Dexterity modifier for Climb checks, whichever is higher.

Combat: Spider-Horses generally fight in a manner similar to most horses, with the addition of being able to tie up opponents via their webbing.