Spidermoth
Tiny Vermin
Hit Dice: 1d8 (4 hp)
Initiative: +3
Speed: 20 ft (4 squares), climb 10 ft, fly 40 ft (average)
Armor Class: 16 (+2 size, +3 Dexterity, +1 natural), touch 15, flat-footed 13
Base Attack/Grapple: +0/-12
Attack: Bite +5 melee (1d3-4 and poison)
Full Attack: Bite +5 melee (1d3-4 and poison)
Space/Reach: 2-1/2 ft/0 ft
Special Attacks: Attach, Poison
Special Qualities: Darkvision 60-ft, Tremorsense 60-ft, Vermin traits
Saves: Fort +2, Ref +3, Will +0
Abilities: Str 3, Dex 17, Con 11, Int -, Wis 10, Cha 2
Skills: Climb +11, Hide +15, Spot +8
Feats: Weapon FinesseB
Environment: Temperate forests.
Organization: Clutter (6-20)
Challenge Rating: 1/3
Treasure: None
Alignment: Always True Neutral
Advancement: 2-3 HD (small), 4 HD (medium)
Level Adjustment: -
The eight legged creature flies through the air on wide, sweeping moth-like wings. It looks almost like a huge, hairy tarantula, but its legs are stunted, made more for grasping limbs and prey than running creatures down. It chelicerae extend out from beneath its eight arachnid eyes as it bobs and flits through the air.
Spider-moths are a species of aerial arachnid related to spiders. Like hunting spiders they live in sweeping webs, usually spun out among the canopy tops, lurking within waiting for prey to pass underneath and diving down upon it. They have been known to attack humanoid foes in mass, even swooping down to attach to a creature's face latching onto it and covering the creature's eyes as they inject their poison.
Combat:
Spider-moths swoop down on foes attaching to their face, unless another spider-moth is already there, and using their poison to bring them down.
Attach (Ex): If a spider-moth hits with a bite attack, it uses its powerful jaws to latch onto the opponent’s body, or if possible face, and automatically deals bite damage each round it remains attached. An attached spider-moth loses its Dexterity bonus to Armor Class and has an AC of 13. An attached spider-moth can be struck with a weapon or grappled itself. To remove an attached spider-moth through grappling, the opponent must achieve a pin against the creature. The spider-moth covers the creature's eyes if possible (which it can do to a small to large creature) effectively blinding the creature; if multiple spider-moths attach to a single creature only the first covers its eyes.
Poison (Ex): A spider-moth's bite carries a weakening poison which deals 1d3 Strength damage as both initial and secondary damage. A Fort save (DC 12) is required to resist. The poison save DC includes a +2 racial bonus to the DC.
Tremorsense (Ex): A spider-moth can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with the spider’s webs.
Skills: Spider-moths have a +4 racial bonus on Hide checks and a +8 racial bonus on Climb and Spot checks. A spider-moth can always choose to take 10 on Climb checks, even if rushed or threatened. Spider-moths use either their Strength or Dexterity modifier for Climb checks, whichever is higher.