|Diminutive vermin (Swarm)|
|Hit Dice||2d8 (9 hp)|
|Speed||20 ft. (4 squares), Climb 20 ft.|
|Armor Class||17 (+4 size, +3 Dexterity), touch 17, flat-footed 14|
|Attack||Swarm (1d6 plus poison)|
|Full Attack||Swarm (1d6 plus poison)|
|Space/Reach||10 ft./0 ft.|
|Special Attacks||Distraction, poison|
|Special Qualities||Darkvision 60 ft., swarm traits, tremorsense 30 ft., vermin traits|
|Saves||Fort +3, Ref +3, Will +0|
|Abilities||Strength 1, Dexterity 17, Constitution 10, Intelligence -, Wisdom 10, Charisma 2|
|Skills||Climb +11, Listen +4, Spot +4|
|Organization||Solitary, tangle (2-4 swarms), or colony (7-12 swarms)|
swarm seeks to surround and attack any living prey it encounters. A swarm
deals 1d6 points of damage to any creature whose space it occupies at the
end of its move.
(Ex): Any living creature that begins its turn with a spider swarm
in its space must succeed on a DC 11 Fortitude save or be nauseated for 1
round. The save DC is Constitution-based.
Skills: A spider swarm has a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. It uses its Dexterity modifier instead of its Strength modifier for Climb checks. It can always choose to take 10 on a Climb check, even if rushed or threatened.
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