PACK SPIDERS
Diminutive Vermin (Swarm)
Hit Dice
: 2d8 (9 hp)

Initiative
: +3

Speed
: 20 ft. (4 squares), climb 20 ft.

Armor Class
: 17 (+4 size, +3 Dex), touch 17, flat-footed 14

Base Attack/Grapple
: +1/—

Attack
: Swarm (1d6 plus poison)

Full Attack
: Swarm (1d6 plus poison)

Space/Reach
: 10 ft./0 ft.

Special Attacks
: Distraction, poison

Special Qualities
: Darkvision 60 ft., immune to weapon damage, swarm traits, tremorsense 30 ft., vermin traits

Saves
: Fort +3, Ref +3, Will +0

Abilities
: Str 1, Dex 17, Con 10, Int —, Wis 10, Cha 2

Skills
: Climb +11, Listen +4, Spot +4

Environment: Warm forests
Organization
: Solitary, tangle (2–4 swarms), or colony (7–12 swarms)

Challenge Rating: 1
Treasure
: D

Alignment: Always neutral


Although they seldom attack game larger that a house cat, they have been know to attack humaoids and other larger prey if they get very hungry. Although they are not intellegent, they have a hive mind that coordinates their attacks into a simple strategy. That is:
Isolate the prey and drive it into an area where the whole hive can attack from ambush.A spider swarm seeks to surround and attack any living prey it encounters. A swarm deals 1d6 points of damage to any creature whose space it occupies at the end of its move.

Distraction (Ex): Any living creature that begins its turn with a spider swarm in its space must succeed on a DC 11 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

Poison (Ex): Injury, Fortitude DC 11, initial and secondary damage 1d3 Str. The save DC is Constitution-based.

Skills: A spider swarm has a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. It uses its Dexterity modifier instead of its Strength modifier for Climb checks. It can always choose to take 10 on a Climb check, even if rushed or threatened.