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Small Magical Beast
Hit Dice: 2d10 (11 hp)
Speed: 20 ft. (4 squares), climb 20 ft. (4 squares)
Armour Class: 14 (+1 size, +2 Dex, +1 natural), touch 13, flat-footed 12
Base Attack/Grapple: +2/–2
Attack: Skewer +5 melee (1d6/19–20)
Full Attack: Skewer +5 melee (1d6/19–20)
Space/Reach: 5 ft./5 ft. (15 ft. with skewer)
Special Attacks: Skewer
Special Qualities: Darkvision 60 ft.
Saves: Fort +2, Ref +4, Will +0
Abilities: Str 10, Dex 15, Con 11, Int 3, Wis 11, Cha 6
Skills: Climb +8, Hide +3, Listen +3, Move Silently +4, Spot +3
Feats: AlertnessB, Weapon Finesse
Organisation: Solitary or swarm (5–10)
Challenge Rating: 1
Alignment: Always neutral
Advancement: 3–5 HD (Small); 6–10 HD (Medium)
Level Adjustment: —
This creature looks like a cross between a monkey, a four- legged spider and something out of a nightmare. It crawls across the ceiling, pointing a long spike of bone at you from the middle of its back.
Tunnel creepers are a species of unpleasant predators encountered in many caves and dungeons. They are four- legged things with no discernable heads or eyes. They cling to the rock face with four agile tentacle-like toes on each foot. Their other notable feature is a barbed bone spear that grows from the centre of their mass. This spear sits in the middle of complex mesh of webbing and muscle, so it can be fl ung out at foes and retracted with great speed and strength. The creeper has no single mouth, but the base of the spear is surrounded by acid-dribbling orifi ces and sponges that quickly absorb nutrients from whatever the tunnel creeper kills.
The creepers are an aggressive species, feeding on whatever they encounter in the darkness. Bats and rats can easily be skewered and eaten. The creepers also prey on kobolds, goblins and other lesser humanoids, not to mention adventurers blundering through the dark. Prey are stabbed to death, then hoisted into the air and sucked dry.
Tunnel creepers fight by stabbing down with their bone skewer.
Skewer (Ex): If a tunnel creeper inflicts a critical hit on a target, it can choose to have the skewer stick into the victim. The victim is now considered to be held by the creeper as if he was being grappled by the monster. He can escape by beating the creature in a grapple check. A tunnel creeper automatically deals 1d6 damage to a skewered victim each round.
Skills: Tunnel creepers have a +8 racial bonus to Climb checks.