Geth'el Nythelaanter, Drider
CR 20 XP: 307,200Male drider evoker 10/sorcerer 3/blue dragon disciple 3
CE Large aberration
Init +4; Senses darkvision 120 ft., see ethereal, 120 ft. see invisibility 120 ft. detect good, detect law, detect magic; Perception +21
AC 21, touch 13, flat-footed 18 (+4 Dex, +1 dodge, +6 natural, -1 size, +2 armor)
HP 94 (9d8+5d6+36)
Fort +7, Ref +7, Will +12
Immune sleep; SR 18
Speed 30 ft., climb 20 ft., fly 30 ft. (good)
Melee mwk heavy mace +13/+8 (2d6+7), bite +8 (1d4+5 plus poison), claw +7 (1d6+5) or bite +13 (1d4+6 plus poison), 2 claws +12 (1d6+6)
Space 10 ft., Reach 5 ft.
Special Attacks web (+7 ranged, DC 18, hp 9); Breath Weapon ~ Line of Lightning, Poison, Spell-Like Abilities, Spells
Spell-Like Abilities (CL 9th) clairaudience/clairvoyance ( 1/Day) dancing lights ( 1/Day) darkness ( 1/Day) detect good ( 1/Day) detect law ( 1/Day) detect magic ( 1/Day) dispel magic ( 1/Day) faerie fire ( 1/Day) levitate ( 1/Day) remove blindness/deafness ( DC 10, at will) remove curse ( DC 10, at will) remove disease ( DC 10, at will) suggestion ( DC 21, 1/Day)
Sorcerer Spells Known (CL 6th)
3rd (4/day)-Lightning Bolt (DC 16)
2nd (6/day)-Invisibility, Web (DC 15)
1st (7/day)-Mage Armor, Magic Missile, Ray of Enfeeblement (DC 14), Silent Image (DC 14)
0th-Bleed (DC 13), Daze (DC 13), Ghost Sound, Mage Hand, Ray of Frost, Read Magic, Resistance
Spells Prepared (CL 11st)
0th-Dancing Lights, Detect Magic (x3), Detect Poison
1st-Comprehend Languages, Feather Fall (DC 18), Identify, Magic Weapon (x3)
2nd-Cat's Grace (DC 19), Flaming Sphere (DC 21), Fog Cloud (x2), Protection from Arrows (DC 19), See Invisibility, Web (DC 19)
3rd-Dispel Magic (x2), Fireball (DC 22), Fly (DC 20), Haste (DC 20), Lightning Bolt (DC 22), Greater Magic Weapon (DC 20)
4th-Dimension Door, Dimensional Anchor, Fire Shield, Ice Storm, Stoneskin (DC 21)
5th-Cone of Cold (2), Permanency, Teleport
6th-Chain Lightning (DC 25), Contingency, Disintegrate (DC 23)
Morale The drider fights to the death.
Str 22, Dex 18, Con 18, Int 24, Wis 22, Cha 27
Base Atk +7; CMB +14; CMD 28
Feats Greater Spell Focus (Evocation), Heighten Spell, Improved Familiar, Maximize Spell, Spell Focus (Evocation)
Skills Acrobatics +5, Appraise +7, Bluff +8, Climb +26, Craft (alchemy) +7, Diplomacy +10, Disguise +8, Escape Artist +4, Fly +6, Intimidate +20, Knowledge (arcana) +19, Knowledge (gather information) +17, Knowledge (planes) +16, Knowledge (religion) +16, Linguistics +23, Perception +21, Sense Motive +13, Spellcraft +20, Stealth +16, Survival +15, Swim +6, Use Magic Device +14
Racial Modifiers +4 Stealth
Languages Common, Draconic, Drow Sign Language, Dwarven, Elven, Orc, Undercommon
SQ Aberration Traits, Darkvision, +2 bonus to Spellcraft when learning Evocation, See Ethereal, See Invisibility, Skills, Summon Familiar, Weapon and Armor Proficiency, Weapon and Armor Proficiency
Gear mwk heavy mace, mwk composite longbow (+2 Str), arrows (20)
Other Gear circlet of eyes; talisman of the demigod; bracers of armor +4; manual of bodily health +4; rod (cancellation); spellbook (wizard's/blank)
Treasure Spellbook Wizard (CL 11th): 0th - detect magic , light , ray of frost , read magic 1st - identify , magic missile , protection from good (DC 18) 2nd - cat's grace (DC 19) , flaming sphere (2) (DC 21) , protection from arrows (DC 19) , rope trick , web (DC 19) 3rd - dispel magic , fireball (DC 22) , fly (DC 20) , haste (DC 20) , lightning bolt (DC 22) , vampiric touch 4th - contagion (DC 21) , dimension door , dimensional anchor , fire shield , ice storm , remove curse (DC 21) , stoneskin (DC 21) 5th - cone of cold (DC 24) , dismissal (DC 22) , permanency , teleport 6th - antimagic field , disintegrate (DC 23)
Poison (Ex) Bite; injury; save Fort DC 18; frequency 1/round for 6 rounds; effect 1d2 Str; cure 1 save. The save DC is Constitution-based. Spells A drider casts spells as a 6th-level cleric, sorcerer, or wizard, but does not gain any other class abilities.
Undersized Weapons (Ex) Although a drider is Large, its upper torso is the same size as that of a Medium humanoid's upper torso. As a result, it wields weapons as if it were one size category smaller than its actual size (Medium for most driders).
Web (Ex) Driders can use webs to support themselves and up to one additional creature of the same size. In addition, such creatures can throw a web up to eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the drider. An entangled creature can escape with a successful Escape Artist check or burst it with a Strength check. Both are standard actions with a DC equal to 10 + 1/2 creature's HD + creature's Con modifier. Attempts to burst a web by those caught in it suffer a –4 penalty. Driders can create sheets of sticky webbing up to three times their size. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Perception check to notice a web; otherwise they stumble into it and become trapped as though by a successful 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 of webs has a number of hit points equal to the Hit Dice of the creature that created it, and sheet webs have damage reduction 5/–. A drider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.
Darkvision (Ex) Range 120 ft., Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Breath Weapon (Su) Line of Lightning - 2d8 ~ DC 17 +2 bonus to Spellcraft when learning Evocation
Tatisst, Drider Commander
CR 10 XP: 9,600CE Large aberration
Init +3; Senses darkvision 60 ft., detect good, detect law, detect magic; Perception +18
AC 21, touch 13, flat-footed 18 (+3 Dex, +1 dodge, +8 natural, -1 size)
HP 99 (9d8+3d6+24)
Fort +5, Ref +6, Will +12
Immune sleep; SR 21
Speed 30 ft., climb 20 ft., fly 30 ft. (good)
Melee mwk greatsword +9/+4 (2d8+3/19-20), bite +4 (1d4+1 plus poison) or bite +9 (1d4+3 plus poison)
Ranged mwk composite longbow +10/+5 (2d6+2/x3)
Space 10 ft., Reach 5 ft.
Special Attacks web (+9 ranged, DC 18, hp 9)
Spell-Like Abilities (CL 9th) Constant—detect good, detect law, detect magic At will—dancing lights, darkness, faerie fire 1/day—clairaudience/clairvoyance, deeper darkness, dispel magic, levitate, suggestion (DC 16)
Spells Known (CL 9th)
4th (4/day)-Enervation (DC 19), Greater Invisibility
3rd (6/day)-Haste, Heroism, Lightning Bolt (DC 18)
2nd (7/day)-Acid Arrow, Bull
During Combat The drider fiercely protects Jevana, attempting at all times to keep the PCs away from her.
Morale The drider fights to the death.
Str 15, Dex 16, Con 18, Int 15, Wis 16, Cha 20
Base Atk +7; CMB +10; CMD 23
Feats Arcane Strike (+2), Blind-Fight, Combat Casting, Dodge, Weapon Focus (bite, greatsword)
Skills Climb +25, Intimidate +18, Knowledge (arcana) +17, Perception +18, Spellcraft +17, Stealth +18
Racial Modifiers +4 Stealth
Languages Common, Elven, Undercommon
SQ undersized weapons
Gear mwk great sword, mwk composite longbow, 23 arrows
Poison (Ex) Bite—injury; save Fort DC 16*; frequency 1/round for 6 rounds; effect 1d2 Str; cure 1 save. The save DC is Constitution-based.
Undersized Weapons (Ex) Although a drider is Large, its upper torso is the same size as that of a Medium humanoid’s upper torso. As a result, it wields weapons as if it were one size category smaller than its actual size (Medium for most driders).
Web (Ex) Driders can use webs to support themselves and up to one additional creature of the same size. In addition, such creatures can throw a web up to eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the drider. An entangled creature can escape with a successful Escape Artist check or burst it with a Strength check. Both are standardactions with a DC equal to 10 + 1/2 creature's HD + creature's Con modifier. Attempts to burst a web by those caught in it suffer a –4 penalty. Driders can create sheets of sticky webbing up to three times their size. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Perception check to notice a web; otherwise they stumble into it and become trapped as though by a successful 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 of webs has a number of hit points equal to the Hit Dice of the creature that created it, and sheet webs have damage reduction 5/–. A drider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.
Katael, Drider
CR 16 XP: 76,800
Female drider cleric of Lolth 9CE Large aberration
Init +2; Senses darkvision 120 ft., detect good, detect law, detect magic; Perception +20
AC 25, touch 14, flat-footed 22 (+2 Dex, +1 dodge, +8 natural, -1 size, +3 armor, +2 deflection)
HP 172 (9d8+9d8+91)
Fort +13, Ref +8, Will +17
Immune sleep; SR 18
Speed 30 ft., climb 20 ft.
Melee +1 dagger +15/+10 (1d4+3), bite +10 (1d4+1 plus poison); touch +14 (by spell)
Ranged +1 frost shortbow +16/+11 (1d6+1 plus 1d6 frost); ray +15 touch (by spell)
Space 10 ft., Reach 5 ft.
Special Attacks chaos blade (5 rounds, 1/day), channel negative energy (5d6, DC 17, 6/day), scythe of evil (weapon turns unholy, 5 rounds, 1/day), touch of chaos (8/day), touch of evil (sickened 5 rounds, 8/day), web (+7 ranged, DC 23, hp 18)
Spell-Like Abilities (CL 9th; concentration +16) Constant—detect good, detect law, detect magic At will—dancing lights, darkness, faerie fire 1/day— clairaudience/clairvoyance, deeper darkness, dispel magic, levitate, suggestion (DC 16)
Spells Known (CL 9th)
5th-Dispel Good (D DC 20), Greater Command (DC 20), Slay Living (DC 20)
4th-Chaos Hammer (D DC 19), Cure Critical Wounds, Divine Power, Poison (DC 19)
3rd-Bestow Curse (DC 18), Contagion (DC 18), Dispel Magic, Magic Circle Against Good (D), Protection from Energy
2nd-Aid, Align Weapon, Darkness, Enthrall (DC 17), Shatter (D DC 17), Spiritual Weapon
1st-Bane (DC 16), Command (DC 16), Cure Light Wounds, Doom (DC 16), Inflict Light Wounds (DC 16), Protection from Good (D), Shield of Faith
0th-Bleed (DC 16), Guidance, Read Magic, Resistance (D domain spell)
Domain: Chaos, Evil
Str 15, Dex 15, Con 18, Int 15, Wis 20, Cha 16
Base Atk +12; CMB +15; CMD 29 (41 vs. trip)
Feats Blind-Fight, Combat Casting, Dodge, Weapon Focus (bite, mace)
Skills Climb +22, Diplomacy +15, Intimidate +15, Knowledge (arcana) +14, Perception +20, Sense Motive +17, Spellcraft +20, Stealth +25
Racial Modifiers +4 Stealth
Languages Common, Elven, Undercommon
SQ undersized weapons
Gear +1 frost shortbow, +1 dagger, bracers of armor +3, ring of protection +2, 30 arrows
Environment any underground
Organization solitary, pair, or group (3-8)
Treasure double (masterwork heavy mace, masterwork composite longbow [+2 Str] with 20 arrows, additional treasure)
Poison (Ex) Bite-injury; save Fort DC 18; frequency 1/round for 6 rounds; effect 1d2 Str; cure 1 save. The save DC is Constitution-based. Spells A drider casts spells as a 6th-level cleric, sorcerer, or wizard, but does not gain any other class abilities.
Undersized Weapons (Ex) Although a drider is Large, its upper torso is the same size as that of a Medium humanoid's upper torso. As a result, it wields weapons as if it were one size category smaller than its actual size (Medium for most driders).
The dry rasping of spidery legs brings this hideous monstrosity into view-a nightmarish, centaurian fusion of drow and spider.
Created from the body of a drow, warped and mutated through special poisons and elixirs to take on the characteristics of a giant spider, the drider is a dangerous creature. Driders are sexually dimorphic. A female drider's lower spider body is sleek and graceful, often similar to a black widow's body, while its upper drow torso retains its alluring curves and beautiful face (with the exception of sharp, poisonous fangs). A male drider's lower body is bulky like a tarantula, while its upper body is wiry and bears a hideous face more spider than drow, complete with fanged mandibles.
Ezurkian, Drider Beguiler
CR 10 XP: 9,600Male drider enchanter 3
CE Large aberration
Init +3; Senses darkvision 60 ft., detect good, detect law, detect magic; Perception +19
AC 25, touch 13, flat-footed 22 (+3 Dex, +1 dodge, +8 natural, -1 size, +4 armor)
HP 126 (9d8+3d6+75)
Fort +10, Ref +7, Will +13
Immune sleep; SR 18
Speed 30 ft., climb 20 ft., fly 30 ft. (good)
Melee rod of withering +8/+3 touch (1d4 Str and 1d4 Con), bite +4 (1d4+1 plus poison)
Space 10 ft., Reach 5 ft.
Special Attacks web (+9 ranged, DC 20, 12 hp)
Spell-Like Abilities (CL 9th; concentration +11) Constant—detect good, detect law, detect magic At will—dancing lights, darkness, faerie fire 1/day—clairaudience/clairvoyance, deeper darkness, dispel magic, levitate, suggestion (DC 17) Enchanter Spell-Like Abilities (CL 3rd; concentration +5) 8/day—dazing touch
Spells Prepared (CL 9th)
5th-Dominate Person (DC 21), Hold Monster (DC 21), Wall of Force
4th-Charm Monster (DC 20), Confusion (DC 20), Dimension Door, Quickened Mage Hand
3rd-Fly, Hold Person (DC 19), Lightning Bolt (3; DC 18)
2nd-Glitterdust (DC 17), Hideous Laughter (DC 18), Invisibility, Mirror Image, Scorching Ray (2)
1st-Charm Person (DC 17), Mage Armor (3), Magic Missile (2)
0th-Acid Splash, Ghost Sound (DC 15), Mage Hand, Prestidigitation (Opposition Schools divination, necromancy)
Before Combat Base Statistics Without mage armor, Ezurkian’s statistics are AC 21, touch 13, flat-footed 17.
Morale The drider fights to the death.
Str 15, Dex 17, Con 22, Int 20, Wis 18, Cha 14
Base Atk +7; CMB +10; CMD 23
Feats Combat Casting, Craft Rod, Dodge, Quicken Spell, Scribe Scroll, Spell Focus (enchantment), Weapon Finesse
Skills Bluff +4, Climb +22, Craft (alchemy) +14, Diplomacy +16, Fly +10, Intimidate +19, Knowledge (arcana) +20, Perception +19, Sense Motive +16, Spellcraft +17, Stealth +18
Racial Modifiers +4 Stealth
Languages Aklo, Common, Dark Folk, Elven, Undercommon
SQ arcane bond (rod of withering), enchanting smile (+2), undersized weapons
Gear rod of withering, spell component pouch, spellbook (contains all prepared spells plus 2d6 additional spells)
Poison (Ex) Bite–injury; save Fort DC 18; frequency 1/round for 6 rounds; effect 1d2 Str; cure 1 save. The save DC is Constitutionbased. Spells A drider casts spells as a 6th-level cleric, sorcerer, or wizard, but does not gain any other class abilities.
Undersized Weapons (Ex) Although a drider is Large, its upper torso is the same size as that of a Medium humanoid's upper torso. As a result, it wields weapons as if it were one size category smaller than its actual size (Medium for most driders).
Web (Ex) Driders can use webs to support themselves and up to one additional creature of the same size. In addition, such creatures can throw a web up to eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the drider. An entangled creature can escape with a successful Escape Artist check or burst it with a Strength check. Both are standardactions with a DC equal to 10 + 1/2 creature's HD + creature's Con modifier. Attempts to burst a web by those caught in it suffer a –4 penalty. Driders can create sheets of sticky webbing up to three times their size. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Perception check to notice a web; otherwise they stumble into it and become trapped as though by a successful 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 of webs has a number of hit points equal to the Hit Dice of the creature that created it, and sheet webs have damage reduction 5/–. A drider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.
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