Spider Swarm
CR: 1 XP: 400
N Diminutive vermin (swarm)
Init: +3 Senses: darkvision 60 ft., tremorsense 30 ft. Perception: +4
Defense
AC: 17, touch 17, flat-footed 14 (+3 Dex, +4 size)
hp: 9 (2d8)
Fort: +3 Ref: +3 Will: +0
Defensive Abilities: swarm traits
Immune: mind-affecting effects, weapon damage
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
Base Atk: +1 CMB: — CMD: —
Skills: Climb +11, Perception +4, Racial Modifiers +4 Perception, uses Dexterity for Climb checks
Ecology
Environment: any
Organization: solitary, pair, tangle (3–6 swarms) or colony (11–20 swarms)
Treasure: none
Description
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.
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.
A spider the size of a man crawls silently from the depths of its funnel-shaped web.
An awful, scuttling mass of legs and mandibles scrambles forward out of the darkness.
