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Monstrous Ladybug, Tiny
Tiny Vermin
Hit Dice: 1/2 d8 (2 hp)
Initiative: +3
Speed: 20 ft., climb 10 ft., fly 40 ft. (good)
Armor Class: 16 (+2 size, +3 Dex, +1 natural), touch 15, flat-footed 13
Base Attack/Grapple: +0/-8
Attack: +5 melee (1d4-4, bite)
Full Attack: +5 melee (1d4-4, bite)
Face/Reach: 2 1/2 ft. by 2 1/2 ft./0 ft.
Special Attacks: Improved grab (bite, Diminutive)
Special Qualities: Bitter amber, darkvision 60 ft., vermin fortification 50%*, vermin traits
Saves: Fort +2, Ref +3, Will +0
Abilities: Str 3, Dex 17, Con 10, Int --, Wis 10, Cha 2
Skills: Climb +11, Spot +4
Feats: Improved GrappleB, Weapon FinesseB
Environment: Temperate forest
Organization: Solitary or swarm (6--11)
Challenge Rating: 1/4
Treasure: None
Advancement: --
Level Adjustment: --

Skills: Monstrous ladybugs have a +4 racial bonus on Spot checks and a +8 racial bonus on Climb checks. A monstrous ladybug can always choose to take 10 on Climb checks, even if rushed or threatened. Monstrous ladybugs use either their Strength or Dexterity modifier for Climb checks, whichever is higher.
Bitter Amber: Monstrous ladybugs secret an amber-colored fluid from their legs. While not a poison, it tastes bad to most creatures, who will usually not bite it more than once unless the ladybug continues to attack.

* Vermin Fortification: This is inspired by Monte Cook's suggestion to give vermin a chance to turn a critical hit or sneak attack into a normal hit, similar to the fortification armor ability. This reflects real-world insects' ability to survive incredible wounds (such as decapitation or major amputation) without shock and bleeding to death, unlike our fellow mammals.

   Ladybug as a Familiar: You gain a +4 bonus to saving throws against poison (as if you had the Resist Poison feat from the FRCS).