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View Full Version : D&D 3.x Other Arachlith [PEACH]



kinem
2014-09-09, 10:42 AM
If you are playing in the Fiendscape game, don't look :smallsmile:

Arachlith

Size/Type: Huge Outsider (Chaotic, Extraplanar, Evil)
Hit Dice: 20d8+160 (250 hp)
Initiative: +5
Speed: 40 ft. (8 squares), climb 20 ft.
Armor Class: 29 (-2 size, +1 Dex, +20 natural), touch 9, flat-footed 28
Base Attack/Grapple: +20/+37
Attack: Bite +28 melee (4d6+9 plus supernatural poison) or dimensional web +19 ranged touch
Full Attack: Bite +28 melee (4d6+9 plus supernatural poison) and 2 claws +25 melee (2d8+4); or dimensional web +19 ranged touch
Space/Reach: 15 ft./10 ft.
Special Attacks: Confusion gaze, supernatural poison, dimensional web, invisible web, reel in web
Special Qualities: Blindsight 60', body over mind, damage reduction 5/-, darkvision 60 ft., immune to poison and acid, resistance to cold 10 and electricity 10 and fire 10, low-light vision, SR 26, telepathy 100 ft., tremorsense 60'
Saves: Fort +22, Ref +15, Will +19
Abilities: Str 28, Dex 12, Con 26, Int 10, Wis 13, Cha 13
8 Skills: Climb +31, Hide +16, Knowledge (the planes) +23, Move Silently +24, Sense Motive +23, Spot +23, Listen +23, Use Rope +24
Feats: Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Multiattack, Power Attack, Weapon Focus (bite)
Environment: Any land and underground (The Abyss)
Organization: Solitary or pair
Challenge Rating: 16
Treasure: None
Alignment: Always chaotic evil
Advancement: 21-30 HD (Huge); 31-40 HD (Gargantuan)
Level Adjustment: —

Arachliths are enormous, predatory, arachnid-like creatures native to the Abyss. Like their relatives the bebeliths, they hunt other demons. An arachlith has a body the size of a large horse, with legs spanning more than 14 feet. It weighs more than two tons.

Arachliths speak Abyssal, and their telepathy allows them to communicate silently with one another or with other creatures.

An arachlith can be used as a guard if handled properly. If live food is brought to one on a regular basis, and telepathic contact is established, it might agree to let its handlers and those with them pass by its lair, and it will attack all other creatures. Some arachliths serve the Queen of Chaos in the Abyss.

Combat

An arachlith usually picks one target and concentrates its attacks on that opponent, using its webs to isolate the target from its comrades. Should it become overwhelmed by tougher opponents, it often attempts to bite one or more of its victims and retreats, allowing its poison and any confusion left in its wake to do their work.

Body over mind (Ex): The arachlith gains a morale bonus on Will saves equal to half of its Constitution bonus.

Confusion gaze (Su): Confusion as spell for 20 rounds, 300' range, Will DC 21 negates. The save DC is Charisma-based. Allies of the arachlith are immune to this.
Roll on the following table at the beginning of each affected subject’s turn each round to see what the subject does in that round.
d% Behavior
01-10 Attack caster with melee or ranged weapons (or close with caster if attack is not possible).
11-20 Act normally.
21-50 Do nothing but babble incoherently.
51-70 Flee away from caster at top possible speed.
71-100 Attack nearest creature (for this purpose, a familiar counts as part of the subject’s self).
(A confused character who can’t carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a confused character. Any confused character who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes. Note that a confused character will not make attacks of opportunity against any creature that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked).)

Dimensional web (Ex/Su):
An arachlith can throw a dimensional web up to 8 times per day as a standard action. The web consists of strong silk strands. Alternatively, it can produce a silk rope of up to 100' long, though this does not prevent teleportation or plane shifting if used to bind a creature.

This attack requires a ranged touch attack and has a maximum range of 150 feet, with a range increment of 30 feet. This attack is effective against a target of up to Gargantuan size. The web entangles the creature. In addition, the web supernaturally prevents the creature from using any form of teleportation or plane shifting while entangled.

An entangled creature can escape with a DC 28 Escape Artist or Strength check. The check DC is Constitution-based. Each 5-foot section of the web has hardness 5 and 20 hp.

Being entangled impedes movement, but does not entirely prevent it unless the bonds are anchored to an immobile object or tethered by an opposing force. An entangled creature moves at half speed, cannot run or charge, and takes a -2 penalty on all attack rolls and a -4 penalty to Dexterity. An entangled character who attempts to cast a spell (or spell-like ability) must make a Concentration check (DC 15 + the spell’s level) or lose the spell (or one use of the spell-like ability).

Reel in web (Ex): If a dimensional web attack succeeds on an opponent within 60', the arachlith can reel in the web on a strand which remains connected to it. If the oppenent has something to grab on to, reeling in the web requires success on an opposed strength check. Reeling in 60' worth of strand is a move action. It can also use this ability to attack a web to a ceiling and hoist itself up.

Invisible web (Ex/Su): Arachliths often create sheets of sticky webbing up to 60 feet square. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. These webs are supernaturally invisible, though the arachlith can detect them with its blindsight. Even if approaching creatures can see invisible things, they must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful dimensional web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has the hit points given above, and sheet webs have hardness 5.

An arachlith can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.

Supernatural Poison (Ex/Su):
Injury, Fortitude DC 28, initial damage 1d6 Con, secondary damage 1d6 Con. The save DC is Constitution-based. Arachlith venom is supernaturally potent, and can even affect creatures immune to poison. Creatures with no Con score are unaffected. Even in an antimagic field, the venom is poisonous, but in that case it does not affect creatures immune to poison while they are in the field.

Debihuman
2014-09-10, 04:33 AM
Since you have players you don't want to see this, I'll put my comments in spoilers too. Very nicely done.

It has blindsight 60 feet and darkvision 60 feet and tremorsense 60 ft. Why? If it can see, it doesn't need to operate without vision and tremorsense lets it know the location of anything on the ground (and it can pinpoint anyone in its webs, see Dimensional Web). Speaking of the web, shouldn't it be Dimensional Anchor Web?

Bite is a tad overpowered at 4d6. 3d6 would be more appropriate.

Is this an actual demon? If so, it should be named "Demon, Arachlith."

kinem
2014-09-11, 11:42 PM
Thanks, Debihuman.


All outsiders have darkvision. Blindsight lets it see invisible things, including its own webs. Tremorsense is something giant spiders have, and can be useful to 'see' around corners.

Dimensional Anchor Web sounds a little redundant to me, though maybe it would be clearer.

I don't think the bite is overpowered. In fact, at CR 16, I think the monster might lack a bit of the punch it should have. The PCs will face a version with a couple of Developed Outsider levels though.

Debihuman
2014-09-12, 02:57 AM
Thanks, Debihuman.


All outsiders have darkvision. Blindsight lets it see invisible things, including its own webs. Tremorsense is something giant spiders have, and can be useful to 'see' around corners.

Dimensional Anchor Web sounds a little redundant to me, though maybe it would be clearer.

I don't think the bite is overpowered. In fact, at CR 16, I think the monster might lack a bit of the punch it should have. The PCs will face a version with a couple of Developed Outsider levels though.

What I meant was:

Why couldn't it detect its invisible web with tremorsense instead of blindsight? That just seems more fitting. And they both cover the same area so it's just redundant to have blindsight and tremorsense. I'm actually surprised the webs have hardess 10; that's like iron or steel.

kinem
2014-09-12, 10:59 AM
Tremorsense might not work for overhead webs. Besides, blindsight is much more useful in combat. (In the actual game at hand, the entire party is airborne.)

A strong web seemed appropriate for high level, but I reduced the hardness & hp to bring it more in line with those of monstrous spiders.