“WHITE WIDOW” (Monstrous spider, Medium) (from Quest for the Silver Sword)
Medium-Size Vermin
Hit Dice: 3d8+3 (16 hp)
Initiative: +3 (Dex)
Speed: 40 ft., climb 20 ft. 
AC: 14 (+3 Dex, +1 natural)
Attacks: Bite +5 melee
Damage: Bite 1d6+1 and poison
Face/Reach: 5 ft by 5 ft. / 5 ft.
Special Attacks: Poison, websong
Special Qualities: Vermin
Saves: Fort +4, Ref +3, Will +1
Abilities: Str 12, Dex 17, Con 12, Int , Wis 12, Chr 2
Skills: Climb +12, Hide +10*, Jump +6, Move Silently +0*, Spot +15
Feats: Weapon Finesse (bite)
Climate/Terrain: Any cold land and underground
Organization: Solitary, or colony (2-5)
CR: 2
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Always neutral
Advancement: 4-7 HD (Large)
	“White widows” are great, white, furred hunting spiders that live in cold climates, particularly in arctic and alpine regions. They typically grow to be about 4 feet in body-length, though much larger specimens have been noted. 
Combat
Being primarily hunters, white widows rely on their senses and their hiding and leaping abilities to capture prey. However, they have also perfected a special type of web-design that results in a strange whistling “websong” as wind passes through the web. Their webs are rigid and fragile, having Hardness 2 and 5 hp per 5-foot square area. 
	Anyone bitten by a white widow must make a save or freeze solid. Frozen characters are still alive, but are totally incapacitated and might easily be mistaken for dead. The spider stores its prey frozen in this way rather than wrapping victims in webs as other spiders often do. 
	Poison (Ex): Bite injects cryotoxin, Fort save (DC 14); initial damage, 1d6 Dex / secondary, 1d6 Dex and incapacitated (frozen solid). Note that those “frozen” by the poison appear dead, and only a Search check (DC 20) or a Heal check (DC 15) will determine otherwise. Frozen characters can only be revived by exposure to great heat (such as that from a bonfire or a heat metal spell), though an endure elements or the like cast before freezing has set in will prevent the freezing effect; a delay poison or neutralize poison is necessary to avoid the Dexterity damage, however. 
	Websong (Su): As long as there is some air movement, all within 60 feet of the webs will hear the websong and must make a Will save (DC 12) or become lethargic (treat as fatigued, DMG 84, but only while the song is heard). This is a sonic, mind-affecting charm. 
	Skills: A white widow receives a +4 racial bonus to Hide checks, a +6 racial bonus to Jump checks, and a +8 racial bonus to Spot checks. *A white widow receives a +8 competence bonus to Hide and Move Silently checks when within its webs, and, due to its coloration, a +8 racial bonus to Hide checks in areas of snow and ice.