Drider, Hill Dwarf Fighter* (CR 4)
Large Aberration
Alignment: Always chaotic evil
Initiative: +1 (Dex)
AC: 16 (+1 Dex, +6 natural, -1 size) touch 10, flat-footed 15
Hit Dice: 2d10+10 plus 4d8+20 (59 hp)
Fort +9, Ref +2, Will +5
Speed: 30 ft., climb 15 ft.
Space: 10 ft./5 ft.
Base Attack +1; Grapple +0
Attack: Dwarven waraxe +6 melee and bite +1 melee
Full Attack: Dwarven waraxe +6 melee and bite +1 melee
Damage: Dwarven waraxe 1d10+2/x3, bite 1d4+1 and poison
Special Attacks/Actions: Dwarven traits, poison, spell-like abilities
Abilities: Str 15, Dex 12, Con 21, Int 10, Wis 12, Cha 10
Special Qualities: Dwarven traits, SR 17
Feats: Cleave; Great Cleave; Exotic Weapon Proficiency (dwarven waraxe); Power Attack; Improved Sunder
Skills: Climb +10, Craft (weaponsmithing) +5, Hide +6, Jump +9, and Move Silently +5
Advancement: By character class
Climate/Terrain: Underground
Organization: Solitary
Treasure/Possessions: Double standard
Source:
Web
Poison (Ex): Bite, Fortitude save (DC 18), initial and secondary damage 1d6 Strength.
Spell-like abilities: 1/day -- dancing lights, darkness, detect chaos, detect evil, detect good, detect law, detect magic, faerie fire, and levitate. These abilities are as the spells cast by a 1st-level sorcerer (save DC 10 + spell level).