Living Web (CR 1/2)
Alignment: Always Neutral
Initiative: +2 (Dex); Senses: Listen +2 and Spot +2
AC: 14 (+2 Dex, +2 size), touch 14, flat-footed 12
Hit Dice: 1/2d10 (2 hp); DR: 5/slashing
Fort +0, Ref +2, Will +2
Speed: 15 ft.
Space: 2.5 ft./0 ft.
Base Attack -; Grapple -
Attack: Electric ray +4 ranged touch
Damage: Electric ray 3d4 electricity
Special Attacks/Actions: Absorb web, electric ray
Abilities: Str 1, Dex 14, Con 11, Int -, Wis 14, Cha 1
Special Qualities: cold immunity, electric growth, fire immunity, ooze traits, split, static
Skills: Hide+10*, Listen +2, and Spot +2
Advancement: 1-2 HD (Tiny); 3-4 HD (Small); 5-6 HD (Medium-Size)
Climate/Terrain: Any underground
Organization: Solitary or pack (1-8)
Living webs usually are content to devour smaller prey, but can use their electric abilities to hunt larger creatures.
Absorb Web (Ex): Electric webs can absorb weaker living webs, with fewer hit points. The web to be absorbed must make a Fortitude save (save DC 10 + 1/2 attacking webs HD + Constitution modifier + 3 racial bonus). If it fails, it is absorbed into the attacking web, adding its own Hit Dice to that of the attacker. Living webs with 1/2 HD do not add that Hit Die until the attacker has absorbed another 1/2 HD living web.
Electric Ray (Ex): Once every twelve hours per Hit Die, a living web can create a lightning ray dealing 3d4 points of electricity damage (Reflex save half DC 10). This attack has a range of 70 feet, with no range increment. Unlike the Static ability (see below), the damage of this ability is not scaled with the size of the living web.
Blindsight (Ex): A living web is blind, but blind-sight allows it to maneuver and fight as well as a sighted creature. Through this ability, it can discern objects and creatures within 90 feet. The living web usually does not need to make Spot or Listen checks to notice creatures within range of its blindsight.
Damage Reduction (Ex): A living web takes 5 points of damage less from blunt and piercing weapons. Slashing weapons cause the living web to split (see below). Magical weapons do not penetrate this kind of damage reduction.
Electric Growth (Ex): Living webs take no damage from electrical attacks and effects. Instead, they gain an additional Hit Die for every 8 points of electrical damage they suffer. Living webs with 1/2 Hit Die first grow to 1 Hit Die.
Ooze Traits: A living web is immune to mind-affecting effects, poison, sleep, paralysis, stunning and polymorphing. It is not subject to critical hits or flanking.
Split (Ex): Slashing weapons deal no damage to an living web. Instead, the creature splits into two identical webs, each with half the original's hit points (round down). A web with only 1 hit point cannot be further split - it is destroyed.
Static (Ex): A living web is suffused with electric static. Any creature touched by or touching the living web takes 1d4 points of electricity damage. The damage dealt by this ability scales up as the living web grows in size as though it was a natural attack.
Skills: A living web hiding among normal spider webs receives a +10 circumstance bonus to Hide checks.