Weak Spider SwarmCreature -1
Source Pathfinder Society Scenario #1-08: Revolution on the Riverside
Perception +4 (darkvision, tremorsense (imprecise) 30 feet (creatures touching its web))
Languages none
Skills Acrobatics +4, Athletics +1, Stealth +4
Str -2, Dex +3, Con +0, Int -5, Wis +0, Cha -4
AC 14; Fort +3; Reflex +6; Will +1;
HP 8
Speed 20 feet (climb 20 feet)
Immunities precision, swarm mind
Weaknesses Area Damage 5, Splash Damage 5
Resistances Bludgeoning 2, Piercing 5, Slashing 5
Darkvision
A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.
Tremorsense (Imprecise) 30 feet (Creatures Touching its Web)Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface.
Swarm MindThis monster doesn't have a single mind (typically because it's a swarm of smaller creatures), and is immune to mental effects that target only a specific number of creatures. It is still subject to mental effects that affect all creatures in an area.
Spider Swarm Venom (poison)Saving Throw DC 13 fortitude
Maximum Duration 4 rounds
Stage 1 1 poison and Enfeebled 1 (1 round)
Stage 2 1d4 poison and Enfeebled 1 (1 round).
Swarming BitesEach enemy in the spider swarm's space takes 1d4-1 piercing damage with a DC 13 basic reflex save. A creature that fails its save is exposed to spider swarm venom.
An abundance of food, the sudden hatching of a clutch of eggs, or magical influence can cause smaller spiders to gather in terrifying, deadly masses.
Few everyday vermin inspire as much dread as the infamous spider.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.