Ferret
Explorer
Dream Phase Spider
Large Magical Beast
Hit Dice: 10d10+20 (70 hp)
Initiative: +10(+4 Improved Initiative, +6 dex)
Speed: 50 ft., climb 50 ft.
AC: 20(+5 Natural, +6 Dex, -1 size)
Attacks: Bite +15 melee
Damage: Bite 1d6+3 and poison
Face/Reach: 10 ft. by 10 ft./5 ft.
Special Attacks: Dream jaunt, poison, , There to strike.
Special qualities: Racial feats
Saves: Fort+10, Ref+13, Will+7
Abilities: Str 14, Dex 22, Con 15, Int 8, Wis 18, Cha 18
Skills: Climb+12, Listen+4, Move silently+10, Spot+10, Lucid dreaming +7
Feats: Improved Initiative, Weapon Finesse (Bite),
Climate/Terrain: The Plane of dreams/Underground
Organization: Solitary, or cluster (1d4 50% chance of 1d2+1 Medium sized monsterous spiders)
Challenge Rating: 8
Treasure: None
Alignment: Chaotic neutral
Advancement: 11-13 HD (Large), 14-20 HD (Huge)
Dream Phase Spiders are distant relatives of their ethereal counterparts, the Phase Spiders. Unlike their ethereal brethren, however, Dream Phase Spiders make their home on the Dream Plane, and shuttle forth to the Material plane to hunt and attack prey.
Dream Phase Spiders look little like their cousins- a shiny blue carapace with brilliant nimbus like star shapes dotted across the abdomen covers the creature, and eight eyes peering out from their heads shine like distant stars. They have achieved a deadly sentience that is abnormal for their kind, despite this they have not been evilly maligned, however it is the dream heart that has effected there alignment.
Despite their intelligence, Dream phase spiders do not speak.
Combat
Dream Phase Spiders hunt and dwell on the Dream plane, seeking the warmth of warm-blooded prey on the Prime. Once prey is located, they shift to the Prime and stalk their victim, often surprising them in there sleep. Due to their incredible cunning, they make deadly opponents in combat, more often then not leaving their opponents no time to react, and when they do, jumping at the occasion to strike.
Dream Jaunt (Su): An Dream phase spider can shift back to the Dream to the Material Plane as a free action, and shift back again as a move-equivalent action (or during a move-equivalent action). The ability is otherwise identical with ethereal jaunt cast by a 20th-level sorcerer.
Poison (Ex): Bite, Fortitude save (DC 19); initial and secondary damage 2d6 temporary wisdom.
Racial feats (Ex): Dream phase spiders gain combat reflexes, spring attack, and master tactician as bonus feats.
There to strike (Ex): If an opponent is within reach (jump or movement distance) when they make an attack or opportunity, they may move the distance and make the attack.
There are some more here
Large Magical Beast
Hit Dice: 10d10+20 (70 hp)
Initiative: +10(+4 Improved Initiative, +6 dex)
Speed: 50 ft., climb 50 ft.
AC: 20(+5 Natural, +6 Dex, -1 size)
Attacks: Bite +15 melee
Damage: Bite 1d6+3 and poison
Face/Reach: 10 ft. by 10 ft./5 ft.
Special Attacks: Dream jaunt, poison, , There to strike.
Special qualities: Racial feats
Saves: Fort+10, Ref+13, Will+7
Abilities: Str 14, Dex 22, Con 15, Int 8, Wis 18, Cha 18
Skills: Climb+12, Listen+4, Move silently+10, Spot+10, Lucid dreaming +7
Feats: Improved Initiative, Weapon Finesse (Bite),
Climate/Terrain: The Plane of dreams/Underground
Organization: Solitary, or cluster (1d4 50% chance of 1d2+1 Medium sized monsterous spiders)
Challenge Rating: 8
Treasure: None
Alignment: Chaotic neutral
Advancement: 11-13 HD (Large), 14-20 HD (Huge)
Dream Phase Spiders are distant relatives of their ethereal counterparts, the Phase Spiders. Unlike their ethereal brethren, however, Dream Phase Spiders make their home on the Dream Plane, and shuttle forth to the Material plane to hunt and attack prey.
Dream Phase Spiders look little like their cousins- a shiny blue carapace with brilliant nimbus like star shapes dotted across the abdomen covers the creature, and eight eyes peering out from their heads shine like distant stars. They have achieved a deadly sentience that is abnormal for their kind, despite this they have not been evilly maligned, however it is the dream heart that has effected there alignment.
Despite their intelligence, Dream phase spiders do not speak.
Combat
Dream Phase Spiders hunt and dwell on the Dream plane, seeking the warmth of warm-blooded prey on the Prime. Once prey is located, they shift to the Prime and stalk their victim, often surprising them in there sleep. Due to their incredible cunning, they make deadly opponents in combat, more often then not leaving their opponents no time to react, and when they do, jumping at the occasion to strike.
Dream Jaunt (Su): An Dream phase spider can shift back to the Dream to the Material Plane as a free action, and shift back again as a move-equivalent action (or during a move-equivalent action). The ability is otherwise identical with ethereal jaunt cast by a 20th-level sorcerer.
Poison (Ex): Bite, Fortitude save (DC 19); initial and secondary damage 2d6 temporary wisdom.
Racial feats (Ex): Dream phase spiders gain combat reflexes, spring attack, and master tactician as bonus feats.
There to strike (Ex): If an opponent is within reach (jump or movement distance) when they make an attack or opportunity, they may move the distance and make the attack.
There are some more here