AC 19, touch 12, flat-footed 16 (+3 Dex, +7 natural, -1 size)
Speed 30 ft., climb 30 ft.
Str 20, Dex 16, Con —, Int —, Wis 11, Cha 1
As a full-round action, a cutlass spider may withdraw the magical energy holding its body together and fall into a heap of blades and wooden pieces. Any creature occupying a square adjacent to a cutlass spider must make a DC 14 Reflex save or take 2d6+5 points of damage. The save DC is Dexterity-based. A collapsed cutlass spider may reform itself as a standard action.
Should a cutlass spider have a magical weapon incorporated into its body (either given to it by its creator or stolen through the use of its weapon thief ability), it shares the weapon’s enhancement bonus and special abilities with all of its natural attacks. The construct only benefits from the abilities of the highest-value magical weapon incorporated into its body. For example, a cutlass spider that disarms an opponent, stealing his +1 flaming short sword, gains a +1 enhancement bonus and the effects of the flaming weapon special ability on its leg and bite attacks. Should the cutlass spider later disarm a +3 holy quarterstaff, the effects of the cheaper short sword are replaced, granting the creature’s legs and bite a +3 enhancement bonus and the holy special ability.
A cutlass spider that disarms an opponent incorporates the disarmed weapon into its body. The weapon cannot be retrieved until the cutlass spider is destroyed.
When a cutlass spider enters combat, there is a cumulative 1% chance each round that its animating energies malfunction and the construct goes berserk. The uncontrolled construct goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. Once a cutlass spider goes berserk, no known method can reestablish control.