Drider, Goblin Warrior* (CR 3)

Medium Aberration
Alignment: Always chaotic evil
Initiative: +2 (Dex); Senses: darkvision 60 ft., Listen +5, and Spot +5
Languages: Drow, Common, and Undercommon


AC: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14
Hit Dice: 4d8+12 (34 hp)
Fort +7, Ref +3, Will +4
Speed: 30 ft., climb 15 ft.
Space: 5 ft./5 ft.
Base Attack +3; Grapple -2
Attack: Morningstar +4 melee and bite -1 melee, or javelin +5 ranged
Full Attack: Morningstar +4 melee and bite -1 melee, or javelin +5 ranged
Damage: Morningstar 1d8+1, bite 1d3 and poison, javelin 1d6+1
Special Attacks/Actions: Poison, spell-like abilities
Abilities: Str 12, Dex 15, Con 19, Int 10, Wis 13, Cha 10
Special Qualities: SR 15
Feats: Alertness; Dodge
Skills: Climb +9, Hide +12, Listen +5, Move Silently +10, and Spot +5
Advancement: By character class
Climate/Terrain: Underground
Organization: Solitary
Treasure/Possessions: Double standard

Source: Web

Poison (Ex): Bite, Fortitude save (DC 16), initial and secondary damage 1d4 Strength.

Spell-like abilities: 1/day -- dancing lights, darkness, detect chaos, detect evil, detect good, detect law, detect magic, faerie fire, and levitate. These abilities are as the spells cast by a 1st-level sorcerer (save DC 10 + spell level).