| Hit Dice: | 3d12 (13 hp) |
| Initiative: | +7 |
| Speed: | 20 ft. (4 squares), swim 20 ft. |
| Armor Class: | 18 (+2 size, +3 Dex, +3 natural), touch 15, flat-footed 15 |
| Base Attack/Grapple: | +1/−8 |
| Attack: | Bite +6 melee (1d4−1 plus disease) |
| Full Attack: | Bite +6 melee (1d4−1 plus disease) |
| Space/Reach: | 2½ ft./0 ft. |
| Special Attacks: | Disease, quickness |
| Special Qualities: | Damage reduction 2/cold iron or magic, darkvision 60 ft., undead traits |
| Saves: | Fort +1, Ref +5, Will +4 |
| Abilities: | Str 8, Dex 17, Con —, Int 10, Wis 12, Cha 14 |
| Skills: | Hide +12, Move Silently +4 |
| Feats: | Improved Initiative, Weapon Finesse |
| Environment: | Underground |
| Organization: | Pair or bunch (3–7) |
| Challenge Rating: | 2 |
| Treasure: | None |
| Alignment: | Always chaotic evil |
| Advancement: | 4–6 HD (Tiny) ♊ |
| Level Adjustment: | — |
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.
Tomb motes typically attack from ambush due to their size. If possible, they attempt to attack a foe en masse.
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.
Source: Libris Mortis, page 128.