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Scarlet Spider Tiny Vermin, Neutral 1/4 100 xp

  • Armor class 18 (+5 Dex, +1 natural, +2 size)
  • Hit points 4 (1d8)
  • Speed 30
  • STR 3 (-4)
  • DEX 21 (+5)
  • CON 10 (0)
  • INT - (-5)
  • WIS 10 (0)
  • CHA 2 (-4)

Save Throws: Fort +2, Ref +5, Will +0

Skills: Acrobatics +13, Climb +21, Perception +4, Stealth +17

Condition Immunities: mind-affecting

Senses: darkvision 60 ft.

Languages:

Challenge: 1/4 (100 xp)

Scarlet spiders are small arachnids with bright red bodies and black legs. Scarlet spiders don’t have web attacks. Though they can be found in any terrain, scarlet spiders are more common in environments where they can hunt large insects and small mammals.

Bite—injury, save Fort DC 10, frequency 1/round for 4 rounds, effect 1 Str, cure 1 save.

Actions

Bite +7 (1d3–4 plus poison)

Mite Small fey, Lawful Evil 1/4 100 xp

  • Armor class 12 (+1 Dex, +1 size)
  • Hit points 3 (1d6)
  • Speed 20 ft., climb 20 ft.
  • STR 8 (-1)
  • DEX 13 (+1)
  • CON 11 (0)
  • INT 8 (-1)
  • WIS 13 (+1)
  • CHA 8 (-1)

Save Throws: Fort +0, Ref +3, Will +3

Skills: Climb +7, Handle Animal +0, Perception +5, Ride +2, Sleight of Hand +9, Stealth +13

Damage Resistances: DR 2/cold iron

Senses: darkvision 120 ft., low-light vision, scent

Languages: Undercommon

Challenge: 1/4 (100 xp)

Descended from even smaller fey, the mites are among the most pitiful and craven dwellers of the dark. Hideously ugly, even goblins have been known to mock mites for their homely appearances, mockery most mites take to heart and nurture for weeks, months, or even years in their tiny homes, until their distress and anger finally overcome their natural cowardice and impel them forth on short-lived bouts of bloody vengeance from the doubtful safety of a spider’s back.

Mites, once closer to the strange realm of the fey, have grown larger and stockier after countless generations spent on the Material Plane. Yet still, their stature places them at the bottom of the pile in the dangerous caverns in which they live. Their traditional enemies are dwarves and gnomes, particularly the svirfneblin of the deep underground caves. The one thing that gives them a significant edge over an enemy in a fight is their natural ability to empathize with normally mindless vermin—mites are particularly fond of spiders, centipedes, and cave fishers, and a mite colony usually has a few of these far more dangerous monsters on hand to defend the group.

Although they have lost the supernatural ability to tinker with magic items, luck, or mechanical objects possessed by their more sinister and dangerous gremlin kin, mites retain the ability to perform minor magical tricks with prestidigitation, and often use these tricks to annoy their enemies. When faced with dangerous foes, a mite uses its doom ability to hex a foe—a mite’s eyes bulge hideously open when it uses this spell-like ability.

A mite is 3 feet tall and weighs 40 pounds.

Point-Blank Shot (+1 on attack and damage w/in 30 ft.)
Vermin Empathy +4 (as wild empathy, but vs. vermin)
Hatred (+1 attack vs dwarf or gnome)
Light Sensitivity (dazzled in bright sunlight or within daylight spell)

Actions

Melee dagger +0 (1d3-1/19-20)
Ranged dart +2 (1d3-1)
At will-prestidigitation
1/day-doom (DC 10)

Spider Swarm Diminutive vermin (swarm), Neutral 1 400 xp

  • Armor class 17 (+3 Dex, +4 size))
  • Hit points 9 (2d8)
  • Speed 20 ft., climb 20 ft.
  • STR 1 (-5)
  • DEX 17 (+3)
  • CON 10 (0)
  • INT - (-5)
  • WIS 10 (0)
  • CHA 2 (-4)

Save Throws: Fort +3, Ref +3, Will +0

Skills: Climb +11, Perception +4

Damage Immunities: weapon damage

Condition Immunities: mind-affecting effects

Senses: darkvision 60 ft., tremorsense 30 ft.

Languages:

Challenge: 1 (400 xp)

The sight of a carpet of swarming spiders is unsettling indeed—particularly when the swarm is made up of spiders each the size of a gold coin and possessing blade-like mandibles capable of lacerating flesh with sickening ease. A swarm of spiders is a colonial mass of arachnids that relies on overwhelming much larger prey with sheer numbers rather than catching smaller snacks. While spider swarms spin webs, these webs are incapable of catching larger prey and typically serve the swarm as a lair rather than a method of capturing dinner.

Poison (Ex) Swarm-injury, save Fort DC 11, frequency 1/round for 2 rounds, effect 1d2 Str, cure 1 save.
Distraction (Ex) (DC 11) A creature with this ability can nauseate the creatures that it damages. Any living creature that takes damage from a creature with the distraction ability is nauseated for 1 round, a Fortitude save (DC 10 + 1/2 creature’s HD + creature’s Con modifier) negates the effect.

Actions

Melee swarm (1d6 plus poison and distraction)

Mite Small fey, Lawful Evil 1/4 100 xp

  • Armor class 12 (+1 Dex, +1 size)
  • Hit points 3 (1d6)
  • Speed 20 ft., climb 20 ft.
  • STR 8 (-1)
  • DEX 13 (+1)
  • CON 11 (0)
  • INT 8 (-1)
  • WIS 13 (+1)
  • CHA 8 (-1)

Save Throws: Fort +0, Ref +3, Will +3

Skills: Climb +7, Handle Animal +0, Perception +5, Ride +2, Sleight of Hand +9, Stealth +13

Damage Resistances: DR 2/cold iron

Senses: darkvision 120 ft., low-light vision, scent

Languages: Undercommon

Challenge: 1/4 (100 xp)

Descended from even smaller fey, the mites are among the most pitiful and craven dwellers of the dark. Hideously ugly, even goblins have been known to mock mites for their homely appearances, mockery most mites take to heart and nurture for weeks, months, or even years in their tiny homes, until their distress and anger finally overcome their natural cowardice and impel them forth on short-lived bouts of bloody vengeance from the doubtful safety of a spider’s back.

Mites, once closer to the strange realm of the fey, have grown larger and stockier after countless generations spent on the Material Plane. Yet still, their stature places them at the bottom of the pile in the dangerous caverns in which they live. Their traditional enemies are dwarves and gnomes, particularly the svirfneblin of the deep underground caves. The one thing that gives them a significant edge over an enemy in a fight is their natural ability to empathize with normally mindless vermin—mites are particularly fond of spiders, centipedes, and cave fishers, and a mite colony usually has a few of these far more dangerous monsters on hand to defend the group.

Although they have lost the supernatural ability to tinker with magic items, luck, or mechanical objects possessed by their more sinister and dangerous gremlin kin, mites retain the ability to perform minor magical tricks with prestidigitation, and often use these tricks to annoy their enemies. When faced with dangerous foes, a mite uses its doom ability to hex a foe—a mite’s eyes bulge hideously open when it uses this spell-like ability.

A mite is 3 feet tall and weighs 40 pounds.

Point-Blank Shot (+1 on attack and damage w/in 30 ft.)
Vermin Empathy +4 (as wild empathy, but vs. vermin)
Hatred (+1 attack vs dwarf or gnome)
Light Sensitivity (dazzled in bright sunlight or within daylight spell)

Actions

Melee dagger +0 (1d3-1/19-20)
Ranged dart +2 (1d3-1)
At will-prestidigitation
1/day-doom (DC 10)

First World Rat Tiny fey (augmented animal), Neutral 1/4 100 xp

  • Armor class 14 (+2 Dex, +2 size)
  • Hit points 4 (1d8)
  • Speed 15 ft., climb 15 ft., swim 15 ft.
  • STR 2 (-4)
  • DEX 15 (+2)
  • CON 11 (0)
  • INT 2 (-4)
  • WIS 13 (+1)
  • CHA 2 (-4)

Save Throws: Fort +2, Ref +4, Will +1

Skills: Climb +10, Stealth +18, Swim +10

Damage Resistances: cold 5, electricity 5, SR 5

Condition Immunities: +4 vs. mind-affecting effects

Senses: low-light vision, scent

Languages:

Challenge: 1/4 (100 xp)

Fecund and secretive, rats are omnivorous rodents that particularly thrive in urban areas. This particular rat seems to possess an unusual pelt coloration and an additional tail.

Weapon Finesse
Spell Resistance 5

Actions

Melee bite +4 (1d3-4)

Spider Swarm Diminutive vermin (swarm), Neutral 1 400 xp

  • Armor class 17 (+3 Dex, +4 size))
  • Hit points 9 (2d8)
  • Speed 20 ft., climb 20 ft.
  • STR 1 (-5)
  • DEX 17 (+3)
  • CON 10 (0)
  • INT - (-5)
  • WIS 10 (0)
  • CHA 2 (-4)

Save Throws: Fort +3, Ref +3, Will +0

Skills: Climb +11, Perception +4

Damage Immunities: weapon damage

Condition Immunities: mind-affecting effects

Senses: darkvision 60 ft., tremorsense 30 ft.

Languages:

Challenge: 1 (400 xp)

The sight of a carpet of swarming spiders is unsettling indeed—particularly when the swarm is made up of spiders each the size of a gold coin and possessing blade-like mandibles capable of lacerating flesh with sickening ease. A swarm of spiders is a colonial mass of arachnids that relies on overwhelming much larger prey with sheer numbers rather than catching smaller snacks. While spider swarms spin webs, these webs are incapable of catching larger prey and typically serve the swarm as a lair rather than a method of capturing dinner.

Poison (Ex) Swarm-injury, save Fort DC 11, frequency 1/round for 2 rounds, effect 1d2 Str, cure 1 save.
Distraction (Ex) (DC 11) A creature with this ability can nauseate the creatures that it damages. Any living creature that takes damage from a creature with the distraction ability is nauseated for 1 round, a Fortitude save (DC 10 + 1/2 creature’s HD + creature’s Con modifier) negates the effect.

Actions

Melee swarm (1d6 plus poison and distraction)

Mite Small fey, Lawful Evil 1/4 100 xp

  • Armor class 12 (+1 Dex, +1 size)
  • Hit points 3 (1d6)
  • Speed 20 ft., climb 20 ft.
  • STR 8 (-1)
  • DEX 13 (+1)
  • CON 11 (0)
  • INT 8 (-1)
  • WIS 13 (+1)
  • CHA 8 (-1)

Save Throws: Fort +0, Ref +3, Will +3

Skills: Climb +7, Handle Animal +0, Perception +5, Ride +2, Sleight of Hand +9, Stealth +13

Damage Resistances: DR 2/cold iron

Senses: darkvision 120 ft., low-light vision, scent

Languages: Undercommon

Challenge: 1/4 (100 xp)

Descended from even smaller fey, the mites are among the most pitiful and craven dwellers of the dark. Hideously ugly, even goblins have been known to mock mites for their homely appearances, mockery most mites take to heart and nurture for weeks, months, or even years in their tiny homes, until their distress and anger finally overcome their natural cowardice and impel them forth on short-lived bouts of bloody vengeance from the doubtful safety of a spider’s back.

Mites, once closer to the strange realm of the fey, have grown larger and stockier after countless generations spent on the Material Plane. Yet still, their stature places them at the bottom of the pile in the dangerous caverns in which they live. Their traditional enemies are dwarves and gnomes, particularly the svirfneblin of the deep underground caves. The one thing that gives them a significant edge over an enemy in a fight is their natural ability to empathize with normally mindless vermin—mites are particularly fond of spiders, centipedes, and cave fishers, and a mite colony usually has a few of these far more dangerous monsters on hand to defend the group.

Although they have lost the supernatural ability to tinker with magic items, luck, or mechanical objects possessed by their more sinister and dangerous gremlin kin, mites retain the ability to perform minor magical tricks with prestidigitation, and often use these tricks to annoy their enemies. When faced with dangerous foes, a mite uses its doom ability to hex a foe—a mite’s eyes bulge hideously open when it uses this spell-like ability.

A mite is 3 feet tall and weighs 40 pounds.

Point-Blank Shot (+1 on attack and damage w/in 30 ft.)
Vermin Empathy +4 (as wild empathy, but vs. vermin)
Hatred (+1 attack vs dwarf or gnome)
Light Sensitivity (dazzled in bright sunlight or within daylight spell)

Actions

Melee dagger +0 (1d3-1/19-20)
Ranged dart +2 (1d3-1)
At will-prestidigitation
1/day-doom (DC 10)