Spider, Moon; CR: 2; XP: 600; Align: NE; Medium magical beast
Init: +6; Senses: darkvision 60 ft., low-light vision, tremorsense 60 ft.; Perception +10
DEFENSE: AC: 14; TAC: 12; FFAC: 12 (+2 Dex, +2 natural); HD: 3d10+6; HP: 22; Saves: For: +5, Ref: +5, Will: +3;
OFFENSE: Speed: 30 ft. , climb 40 ft.; Melee: bite +4 (1d6+1 plus poison); Ranged: ; Space: 5 ft.; Reach: 5 ft.; Special Attacks: poison, web (+11 ranged touch DC 19, 10 hp, DR 5 /slashing);
Spell-Like Abilities: (CL 5th; concentration +3);
3/day - obscuring mist
1/day - gaseous form
Statistics: Str 12; Dex 15; Con 14; Int 5; Wis 14; Cha 7; BAB: +3; CMB: +4; CMD: 16
Feats: Ability Focus (poison), Improved Initiative
Skills: Magical Beasts: (2+Int/HD) Acrobatics (D)(c), Climb (S)(c) +21, Fly (D)(c), Perception (W)(c) +10, Stealth (D)(c) +10, Swim (S)(c); Racial Modifiers: +16 Climb, +4 Perception, +4 Stealth
Special Abilities:
Moon Spider Webs (Ex): The webs created by a moon spider are especially strong and sticky, and the creatures weave net-like snares to trap their enemies. A moon spider's web attack is a ranged touch attack with a +6 racial bonus to the save DC needed to burst or escape the web. The spider also holds a trailing tether that prevents an entangled creature from moving away from the spider until it gets free. Moon spiders frequently set web traps throughout areas where they live. Anyone who enters a square of moon spider web must succeed at a Reflex save (DC 13) or become entangled as though it had been hit by a web attack (thought the spider doesn't have a tether to it). If a creature that is already entangled enters a square of moon spider's web, it must save again or become grappled. The save DC is Constitution-based. A moon spider's webs have 10 hit points and DR 5/slashing. A web that's set on fire takes an additional 1d6 points of fire damage until it is destroyed.
Poison (Ex): Bite - injury; save Fort DC 15; frequency1/round fpr 5 rounds; effect 1d3 Str; cure 1 save.
Languages: Common (can't speak)
Special Qualities: moon spider webs
Environment: temperate forest
Organization: solitary, pair, or colony (3-8)
Treasure: standard, 550 gp
Skeleton, Human; CR: 1/2; XP: 200; Align: NE; Medium undead
Init: +6; Senses: darkvision 60 ft.; Perception +0
DEFENSE: AC: 16; TAC: 12; FFAC: 14 (+2 armor, +2 Dex, +2 natural); HD: 1d8; HP: 4; Saves: For: +0, Ref: +2, Will: +2; DR: 5/bludgeoning; Immune: cold, undead traits
OFFENSE: Speed: 30 ft.; Melee: broken cimitar +0 (1d6), claw -3 (1d4-1) or 2 claws +2 (1d4+2); Space:
Statistics: Str: 15; Dex: 14; Con: -; Int: -; Wis: 10; Cha: 10; BAB: +0; CMB: +2; CMD: 14
Feats: Improved InitiativeB
Environment: any
Organization: any
Treasure: None, Gear (broken chain shirt, broken scimitar)
"The pile of bones suddenly stirs, rising up to take on a human shape. Its long, bony fingers reach out to claw at the living."
Gorloth
Bone Priest; CR: 4; XP: 1,200; Align: LE; Medium undead
Init: +6; Senses: darkvision 60 ft.; Perception +11
DEFENSE: AC: 16; TAC: 12; FFAC: 14; HD: 5d8+15; HP: 37; Saves: For: +4, Ref: +3, Will: +7; Defensive Abilities: channel resistance +2; DR: 5/bludgeoning and magic; Immune: cold, undead traits
OFFENSE: Speed: 30 ft.; Melee: masterwork bastard sword +7 (1d10+3/19-20) or slam +5 (1d4+3); Ranged: ; Space: 5 ft.; Reach: 5 ft.; Special Attacks: death drink, unnerving gaze;
Spells Prepared: (CL 3rd; concentration +6);
2nd - 2 +1 - hold person (DC 15), spirirual weapon, touch of idiocyD (DC 15)
1st - 3 +1 - cause fear(DC 14), command(DC 14), lesser confusionD (DC 14), protection from good
0 - 4 - detect magic, guidance, read magic, resistance
D domain spell, DomainMadness
Statistics: Str 14; Dex 15; Con -; Int 11; Wis 16; Cha 17; BAB: +3; CMB: +5; CMD: 17
Feats: Combat Casting, Improved Initiative, Weapon Focus (bastard sword)
Skills: Undead: (4+Int/HD) Climb (S)(c), Disguise (Ch)(c), Fly (D)(c), Intimidate (Ch)(c) +11, Knowledge (Arcana) (I*)(c), Knowledge (Religion) (I*)(c) +8, Perception (W)(c) +11, Sense Motive (W)(c), Spellcraft (I*)(c), Stealth (D)(c) +10,
Special Abilities:
Death Drink (Su): When a bone priest reduces a creature to 0 hit points or fewer with a melee attack or coup de grace, it can use death knell against that creature as a free action. It doesn't need to be touching the creature to use this ability.
Spells: A bone priest casts spells as a 3rd-level cleric. It also gains domain spells from the Madness domain, but none of the other domain abilities or cleric abilities.
Unnerving Gaze (Su): A bone priest can make a gaze attack that strikes fear into the hearts of all creatures within a 30-foot radius that can see the bone priest. These creatures must succeed at a DC 15 Will saving throw or be shaken for 1d4 rounds. This is a mind-affecting fear effect. The save DC is Charisma-based.
Languages: Common, Undercommon
Special Qualities:
Environment: any
Organization: solitary
Treasure: standard (masterwork bastard sword, other treasure), 1150gp
Spider Swarm; CR: 1; XP: 400; Align: N; Diminutive vermin (swarm)
Init: +3; Senses: darkvision 60 ft., tremorsense 30 ft.; Perception +4
DEFENSE: AC: 17 ; TAC: 17 ; FFAC: 14 ; HD: 2d8; HP: 9; Saves: For: +3 , Ref: +3, Will: +0; Defensive Abilities: swarm traits; Immune: mind-affecting effects, weapon damage; Weaknesses: swarm traits
OFFENSE: Speed: 20 ft., climb 20 ft.; Melee: swarm (1d6 plus poison and distraction); Space: 10 ft.; Reach: 0 ft.; Special Attacks: distraction (DC 11);
Statistics: Str: 1 ; Dex: 17 ; Con: 10 ; Int: - ; Wis: 10 ; Cha: 2 ; BAB: +1 ; CMB: - ; CMD: -
Skills: Climb +11, Perception +4; Racial Modifiers: +4 Perception; uses Dexterity for Climb checks
Special Abilities:
Poison (Ex): Swarm – injury; save Fort DC 11; frequency 1/round for 2 rounds; effect 1d2 Str; cure 1 save. The save DC is Constitution-based.
Organization: solitary, pair, tangle (3-16 swarms) or colony (11-20 swarms)
Treasure: none