Pathfinder 1e stats

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Eabil                                                                           CR 1

XP 400

N Tiny Vermin (Swarm)
Init +2; Senses Darkvision 60ft; Perception +1


AC 14, touch 14, flat-footed 12 (+2 size, +2 Dex)
hp 7 (2d8-2)
Fort +2, Ref +2, Will +1
Immunities Flanking


Speed 15 ft., fly 30 ft.
Melee Swarm (1d6)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks Distraction (DC 10), Undersized Weapons, Web (+5 Ranged, DC 10, 2 hp)


Str 7, Dex 14, Con 8, Int 0, Wis 12, Cha 1
Base Atk +1; CMB -2; CMD 10


Swarm Attack (Ex)
An Eabil deals 1d6 automatic damage to any creature whose space it occupies at the end of its move, with no attack roll needed.  Swarm attacks are not subject to a miss chance from concealment or cover.

Distraction (Ex)
Whenever an Eabil damages a creature with a natural attack, it must make a DC 10 Fortitude save or become nauseated for 1 round.

Undersized Weapons (Ex)

Eabils use manufactured weapons as if they were one size category Smaller than its actual size.

Web (Ex)

An Eabil can use webs to support itself and up to one additional creature of Tiny. In addition, an Eabil can throw a web up to eight times per day with +5 to hit. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the web spinner. An entangled creature can escape with a successful Escape Artist check or burst the web with a Strength check. Both are standard actions with a DC of 10. Attempts to burst a web by those caught in it take a ?4 penalty.  The break DC is constitution-based.

Eabils can create sheets of sticky webbing up to three times their size. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Perception check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot-square section of web has 2 hit points and DR 5/?.  A creature can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.

Vermin Traits

This type includes insects, arachnids, other arthropods, worms, and similar invertebrates.

-Mindless: No Intelligence score, and immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms). Mindless creatures have no feats or skills. A vermin-like creature with an Intelligence score is usually either an animal or a magical beast, depending on its other abilities.


Environment: Temperate Mountains

Organization: Hundreds

Treasure: None