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.
Bite +7 (1d3–4 plus poison)
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)
Melee dagger +0 (1d3-1/19-20)
Ranged dart +2 (1d3-1)
At will-prestidigitation
1/day-doom (DC 10)
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.
Melee swarm (1d6 plus poison and distraction)
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)
Melee dagger +0 (1d3-1/19-20)
Ranged dart +2 (1d3-1)
At will-prestidigitation
1/day-doom (DC 10)
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
Melee bite +4 (1d3-4)
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.
Melee swarm (1d6 plus poison and distraction)
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)
Melee dagger +0 (1d3-1/19-20)
Ranged dart +2 (1d3-1)
At will-prestidigitation
1/day-doom (DC 10)