Tomb Mote (CR 2)
Alignment: Always chaotic evil
Initiative: +7 (+3 Dex, +4 Improved Initiative); Senses: darkvision 60 ft.
AC: 18 (+2 size, +3 Dex, +3 natural), touch 15, flat-footed 15
Hit Dice: 3d12 (13 hp); DR: 2/cold iron or magic
Fort +1, Ref +5, Will +4
Speed: 20 ft., swim 20 ft.
Space: 2-1/2 ft./0 ft.
Base Attack +1; Grapple -8
Attack: Bite +6 melee
Full Attack: Bite +6 melee
Damage: Bite 1d4-1 plus disease
Special Attacks/Actions: Disease, quickness
Abilities: Str 8, Dex 17, Con -, Int 10, Wis 12, Cha 14
Special Qualities: undead traits
Feats: Improved Initiative; Weapon Finesse
Skills: Hide +12 and Move Silently +4
Advancement: 4-6 HD (Tiny)
Organization: Pair or bunch (3-7)
These tiny, vaguely humanoid creatures are animated accumulations of tomb litter - shards of bone, lone teeth, matted hair, bits of shattered tombstone, and grave dirt.
Tomb motes sometimes spontaneously arise in graveyards with a high concentration of buried magic, undead activity, and/or mass burials. As accumulations of grave detritus, tomb motes are surprisingly smart and vicious.
Tomb motes weigh 5 to 8 pounds and measure no more than 1 foot in height.
Tomb motes understand Common and Abyssal but do not speak.