Small Undead Hit Dice: 1d12 (6 hp) Initiative: +7 Speed: 30 ft. AC: AC 14 (+1 size, +3 Dex), touch 14, flat-footed 11 Attacks: Slam +1 melee or blowgun +4 ranged Damage: Slam 1d4, blowgun 1d2 plus poison Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Undead traits Special Qualities: Fort +0, Ref +3, Will +1 Saves: Str 11, Dex 16, Con --, Int 8, Wis 8, Cha 5 Skills: Climb +10, Hide +11, Move Silently +13, Search +3, Spot +9, Tumble +7 Feats: Improved Initiative Climate/Terrain: Forbidden Jungle Organization: Solitary, pair, or band (3-12) Challenge Rating: 3 Alignment: Always chaotic evilEnhanced undead created by the necromancer Zzarka Tuzarr, the "little things" are found only in the jungles surrounding her temples. Their creator ordered them to stay within the boundary markers of the jungles and kill all humanoids that enter the area. They have proven very effective at this task. They attack intruders from the trees and underbrush with their blowguns, which have a range of 20 feet. The darts do 1d2 points of damage by themselves and are coated with deathblade poison (see Dungeon Master's Guide page 80). Once characters are sufficiently weakened, the "little things" swarm over them and finish them off.
Combat
Undead Traits: A little thing is immune to poison, sleep, paralysis, stunning, disease, death, effects, necromantic effects, mind-affecting effects, and any effect requiring a Fortitude save unless it also works on objects. The creature is not subject to critical hits, subdual damage, ability damage, ability drain, or energy drain. Negative energy heals it, and it is not at risk of death from massive damage but is destroyed at 0 hit points or less. A little thing has darkvision (60-foot range). A little thing cannot be raised, and resurrection works only if it is willing.
Skills: A little thing receives a +6 racial bonus on Climb, Move Silently, and Spot checks.