Tomb Mote (CR 2)
Alignment: Always chaotic evil
Initiative: +7 (+3 Dex, +4 Improved Initiative); Senses: darkvision 60 ft.
Languages: Tomb motes understand Common and Abyssal but do not speak.
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)
Disease (Ex): A creature struck by a tomb mote's bite attack must make a DC 13 Fortitude save or be infected with a disease known as corpse bloat (incubation period 1d3 days, damage 1d6 Str). The skin of a diseased victim turns a hue of green, bloats, and is warm to the touch. The save DC is Charisma-based.
Quickness (Su): A tomb mote is supernaturally quick. It can take an extra standard action or move action during its turn each round.
Tomb motes typically attack from ambush due to their size. If possible, they attempt to attack a foe en masse.
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.