Swarm, Ettercap Brood (CR 3)

Tiny Aberration
Alignment: Neutral evil
Initiative: +2 (Dex); Senses: low-light vision, Listen +6, and Spot +5


AC: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
Hit Dice: 4d8 (18 hp)
Fort +3, Ref +3, Will +4
Speed: 15 ft., climb 15 ft.
Space: 10 ft./0 ft.
Base Attack +3; Grapple -
Attack: Swarm
Full Attack: Swarm
Damage: swarm 2d6 plus poison
Special Attacks/Actions: distraction
Abilities: Str 2, Dex 15, Con 10, Int 2, Wis 10, Cha 2
Special Qualities: Swarm
Feats: Alertness; Great Fortitude
Skills: Climb +10, Listen +6, and Spot +5
Advancement: -
Climate/Terrain: Warm Forests
Organization: Solitary, tangle (2 - 4 swarms), or infestation (7 - 12 swarms)
Treasure/Possessions: None

Source: Dragon #343

Distraction (Ex): Any living creature that begins its turn with an ettercap brood swarm in its square must succeed on a DC 12 Fortitude save or be nauseated for 1 round. The save is Constitution-based.

Poison (Ex): Injury, Fortitude DC 14, initial and secondary damage 1d3 Dex. The save DC is Constitution-based and includes a +2 racial bonus.

Skills: An ettercap brood swarm has 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 io on a Climb check, even if rushed or threatened.