Attercop
Large Vermin
Hit Dice: 4d8+12 (30 hp’s)
Initiative: +2 (Dex)
Speed: 45ft
Armor Class: 11 (-1 size, +2 Dex)
Attacks: Bite +5
Damage: Bite 1d6+3 (also plus damage from their Electric Aura mutation on the first two bites)
Face/Reach: 5ft x 10ft/ 5ft
Special Attacks: Mutations
Special Qualities: Mutations, Web, Dark Vision (60ft)
Saves: Fort +5, Ref +3, Will +4
Abilities: Str 16, Dex 14, Con 14, Int -, Wis 16, Chr 1
Skills: Climb +5, Hide +4, Jump +5, Move Silently +4, Spot +9
Feats: None
Climate/Terrain: Any 
Organization: Solitary, or in a mated pair during the breeding season
Challenge Rating: 3
Treasure: Standard in lairs, none away from lair
Alignment: Always Neutral
Advancement Range: 4-5 HD (Large)
		       6-7 HD (Huge)

See the Alternity Gamma World campaign setting for more information.

Combat:
Attercops only attack single or isolated targets.  They attack twice using their bite and Electric Aura mutation (channelled through the bite) to disable their prey.  If their chosen target is not taken out of battle by that point, the attercop usually attempts to flee.

Mutations: All attercops have the following mutations: Electric Aura and Psychic Void.  Their Psychic Void mutation does not extend to Illusions which they receive a –3 penalty to any saves against.

Webs: Attercop webbing is used after a target has been incapacitated.  Those tied up with the webbing can make a Strength check (DC 14) with a – penalty to the roll.  Even those merely coming in contact with webbing must roll a Strength check to break free.

Vermin: Since attercops do not have an intelligence score, they are immune to mind-affecting spells and powers.

Skills: +4 bonus to Spot checks

Society:
See the Alternity Gamma World campaign setting for more information.