XP 200
N Small vermin Init +2; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +5
DEFENSE
AC 13, touch 12, flat-footed 11 (+2 Dex, +1 size)
hp 5 (1d8+1)
Fort +3, Ref +2, Will +1 Immune mind-affecting effects
OFFENSE
Speed 30 ft., climb 20 ft. Melee bite +3 (1d3 plus poison) Special Attacks dream web Tactics Dream spiders try to lure opponents into their
webbing before moving in to bite them. Opponents who become
senseless due to Wisdom loss are often wrapped in webbing to
ensure they do not recover and are slowly devoured.
STATISTICS
Str 10, Dex 15, Con 12, Int —, Wis 12, Cha 11 Base Atk +0; CMB -1; CMD 11 Feats Weapon FinesseB Skills Climb +10, Stealth +10, Perception +5; racial +4 Stealth, +4 Perception, +8 Climb
SPECIAL ABILITIES
Dream Web (Ex)
A dream spider can spin webs just like a
monstrous spider of the same size but its webs
carry an iridescent hue, making them easy to notice (Spot DC
15). Any animal, humanoid, giant, or monstrous humanoid
that comes in contact with these webs experiences strange
hallucinations, taking 1 point of Wisdom damage per round
of contact. A DC 11 Fortitude save negates this damage. If the
webs of a dream spider are burned, they create a spread of
poisonous gas in a 10-foot radius. This gas deals 1d4
points of Wisdom damage to all creatures in the area
(not just to those susceptible to contact with webs
as listed above). A DC 11 Fortitude save halves this
damage. The cloud of colorful vapor remains for only
a single round before dissipating harmlessly. The
save DC is Constitution-based.
Dream Spider Poison (Ex)
Type poison, injury; Save Fortitude DC 11 Frequency 1/round for 5 rounds Effect 1d2 Wis damage; Cure 2 saves
| |
|