Minor nitpick: the use of blink 1/day seems good, but I think it's fine for the other spell-like abilities to remain at-will.
Fixed!
Next up, the Abyssal Spider! Basically my own version of a phase spider without all the flash.
Abyssal Spider
No bigger than a large dog, the abyssal spider is one of the more terrifying creatures found in the Undergloom due to its migratory habits. The venom it produces is highly toxic and used by several races to coat their weapons, including the Derren and the Slivaask. The frighteningly intelligent abyssal spiders will often colonize near trade routes specifically to target caravans and travelers; after two or three meals, it will move on, often many miles away, and simply vanish. This results in search parties often finding nothing other than the remains of digested meals where the spiders had once laired.
Apparently, the effects of the venom are said to feel like one’s skin is on fire, and that pain spreads out to envelop the entire body within minutes, causing a person to swell up and their skin to become mottled with bruising prior to expiration. With such a nasty effect, it’s no wonder the Derren and other evil races use the venom from these spiders on their weapons to inflict pain and suffering.
Abyssal spiders like to booby trap side tunnels off main thoroughfares in the Evergloom and lay waiting for caravans who use such places to make camp. They spin webs quietly above victims who are camped and wait for movement to be minimal to indicate their targets are asleep, and then quickly incapacitate them into silence to climb back up with to eat at their leisure, picking off caravans one traveler at a time. They instinctively seem to only work an area only once or twice before moving on, often miles away, making them very hard to track and eliminate.
Abyssal Spider
Medium Magical Beast
Hit Dice: 3d10 + 3 (19hp)
Initiative: +3
Speed: 30 ft (6 squares), climb 20 ft
Armor Class: 15 (+3 Dex, +2 natural), Touch 13, Flat-Footed 12
Base Attack/Grapple: +3/+4
Attack: bite +6 (1d6+1 plus poison)
Full Attack: bite +6 (1d6+1 plus poison)
Special Attacks: Poison, Spell-Like Abilities, Web
Special Qualities: Darkvision 60 ft, tremorsense 60 ft
Space/Reach: 5ft/5ft
Saves: Fort +4, Ref +6, Will +1
Abilities: Str 13, Dex 17, Con 12, Int 6, Wis 10, Cha 7
Skills: Climb +12, Hide +9(+13), Jump +3, Listen +3, Move Silently +4(+12), Spot +8
Feats: Alertness, Weapon Finesse
Environment: Subterranean
Organization: Solitary or colony (2-5)
Challenge Rating: 3
Treasure: 50% coins
Alignment: Chaotic Evil
Advancement: 3 HD (Medium)
Level Adjustment: —
Poison (Ex): An abyssal spider has a highly poisonous bite. Fortitude save DC is 12, and initial and secondary damage is 1d4 Constitution.
Web (Ex): Abyssal spiders use webs to create highways for accelerated silent movements and temporary lairs in the darkness above the paths of their prey. Each strand is strong enough to support the spider and one creature of the same size. Web spinners can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of ten feet, and is effective against targets up to one size category larger than the spider. An entangled creature can escape with a successful DC 12 Escape Artist check or burst it with a DC 16 Strength check. Both are standard actions whose check DCs are Constitution-based, and the Strength check includes a +4 racial bonus. Their webs have 6 hp per five foot section, with a damage reduction of 5/—. An abyssal spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.
Tremorsense (Ex): An abyssal spider 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: Abyssal spiders have a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. An abyssal spider can always choose to take 10 on Climb checks, even if rushed or threatened. Abyssal spiders use their Dexterity modifier for Climb checks. They also have a +8 racial bonus on Hide and Move Silently checks when using their webs (in parentheses under Skills).
Spell-Like Abilities (Sp): 3/day—
blur, sleep, and
true strike.
Not sure how the DCs would work for this so apologies ahead of time. 10 + (spell level) + Cha modifier (-2)? This is basically based on a medium monstrous spider, with minor tweaking for flavor and increasing CR. I really appreciate y'all being my sounding board for these. I have a bunch to make to start with, so I'm taking in as much advice as I can.
Edit: I was also wondering if I should temper the poison with paralysis for 2d4 rounds as initial damage, and
then 1d4 Constitution damage. Would sort of make sense with their migratory hunting style to make quick work of prey and then get away.