Swarm Spider

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Diminutive vermin (Swarm)
Hit Dice 2d8 (9 hp)
Initiative +3
Speed 20 ft. (4 squares), Climb 20 ft.
Armor Class 17 (+4 size, +3 Dexterity), touch 17, flat-footed 14
Base Attack/Grapple +1/-
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
Environment Warm forests
Organization Solitary, tangle (2-4 swarms), or colony (7-12 swarms)
Challenge Rating 1
Treasure None
Alignment Always neutral
Advancement None
Level Adjustment -


Combat

A spider 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.

Distraction (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.

Poison (Ex): Injury, Fortitude DC 11, initial and secondary damage 1d3 Strength. 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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