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    Boneneedle, Greater

    This creature is about 5 feet in diameter and resembles a bloated yellow bag of pulpy flesh with eight spidery legs. It has two long sharply-curved mandibles protruding from one end of it which you can assume is the front, though the creature seems to be lacking both eyes and a mouth.

    Greater Boneneedle CR 4

    XP 1,200
    N Medium vermin
    Init +3; Senses darkvision 60 ft., low-light vision; Perception +5

    DEFENSE

    AC 17, touch 13, flat-footed 14 (+3 Dex, +4 natural)
    hp 42 (5d8+15)
    Fort +7; Ref +4; Will +2
    Immune mind-affecting effects
    Weaknesses aversion to daylight

    OFFENSE

    Speed 30 ft., climb 20 ft.
    Melee bite +6 (1d6+1 plus poison)

    STATISTICS

    Str 12, Dex 16, Con 16, Int —, Wis 12, Cha 3
    Base Atk +3; CMB +4; CMD 17 (29 vs. trip)
    Feats Weapon FinesseB
    Skills Climb +11, Perception +5, Stealth +9; Racial Modifiers +4 Perception, +6 Stealth, adds Dexterity to Climb

    SPECIAL ABILITIES

    Aversion to Daylight (Ex)

    Boneneedles shun all light. If exposed to natural sunlight (not merely a daylight spell), they take a –4 penalty on all attack rolls, saving throws, and skill checks.

    Poison (Ex)

    The bite of a boneneedle secretes a thick, syrupy neurotoxin that destroys flesh and quickly breaks down bone. The chemical reaction causes the bones to weaken and become brittle. If the opponent fails his save against the poison’s secondary effect, its bones weaken, and it takes an extra 2 points of damage from any crushing or bludgeoning attack until all Dexterity damage dealt by marrow poisoning is healed. Cumulative bites do not increase the amount of extra damage beyond 2 points An opponent reduced to Dexterity 0 dies as its bones become too brittle to support its weight thus causing its body to collapse in on itself.

    Creatures without bone structures, such as constructs (except those crafted from bone), oozes, and plants, are immune to the effects of marrow poisoning.

    Bone Needle Poison; Sting—injury; save Fort DC 15; frequency 1/round for 2 rounds; effect 1d4 Dex; secondary effect target takes an extra 2 points of damage from crushing or bludgeoning attacks until all Dex damage is healed; cure 1 save. The save DC is Constitution-based.