V'arachtiMedium-size OutsiderHit Dice: 3d8+9 (22 hp) Initiative: +8 (+4 Dex, +4 Improved Initiative) Speed: 40 ft., climb 30 ft. Armor Class: 21 (+4 Dex, +7 natural) Attacks: Bite +6 melee Damage: Bite 1d6+3 Special attacks: Poison, Web Special Qualities: Resistance to energy Saves: Fort +6, Ref +7, Will +3 Abilities: Str 16, Dex 19, Con 16, Int 10, Wis 10, Cha 10 Skills: Climb +13, Hide +9, Jump +8, Spot +4 Feats: Improved Initiative, Run Climate/Terrain: Astral Plane, sometimes Limbo Organization: Nest (50-100) CR: 2 singly; in large groups, you may want to raise this number to a 5 or 6 Treasure: Standard Alignment: Always neutral Advancement: 4-6 HD (Medium-size); 7-9 HD (Large) Appearance V'arachti are a form of giant arachnid that has evolved to survive in the hostile environment of the Astral Plane, though they can sometimes be found in Limbo, as well. These creatures sport a beautiful, almost metallic silver exoskelton with pale, lavendar or blue markings in intricate swirls about their abdomen. Eight, jointed legs hold them suspended a good two to three feet off of the ground and can be spread to a maximum eight foot radius if completely stretched out. White, jewel-like, faceted eyes are set above a massive set of fangs, used to inject their prey with a paralyzing poison. For the most part, the v'arachti are peaceful creatures, attacking others only to gather food, which happens to be anything that wanders too close to them, or protect their nest. Most of the time, though, the v'arachti must actually wander far away from their precious nest in order to gather what food they can, for their own unique self-defense has made it necessary. You see, the webs a v'arachti spins have two very distinct qualities: Energy absoption and non-detection. Energy absorption makes the entire nest a huge, magical conductor awaiting an enemy to attack. The non-detection makes the nest practically invisble to those who may seek to attack it in the first place. Therefore, the v'arachti must forage away from the nest for food. The further away from a nest the characters are, the more likely they are to run into only one or two of the creatures. However, if you run into them at all, then you know the nest isn't far away and there will be many, many more v'arachti.... V'arachti Web Qualities: Energy absorption: Any energy attack aimed at a v'arachti web is absorbed and stored within it until it is discharged. If the web is touched, then the energy is released into the person or thing touching it, doing 4d8 points of damage. The entire nest is made of these webs and, should someone attack it, would have to deal not only with the usual properties of a web (becoming stuck or entangled), but also take damage from the energy released. Keep in mind that this applies to each strand of webbing, not the entire nest. So, when attacking a nest, consider there to be 3 strands per square foot of web. Also, just as a regular spider does not get stuck in his own webbing, neither do the v'arachti trigger the energy release as they walk about their nest. Non-detection: Anything encased within v'arachti webbing is considered to be protected by a non-detection spell. When venturing far from the nest, the v'arachti will often weave small, cloak-like nets of webbing and drape them across their abdomens, further protecting themselves from being scryed by the Astral's predators. Once the web is removed, he is no longer affected. Also, anything placed within a v'arachti nest gains this benefit. Combat Web (Ex): In combat, the v'arachti use their webs as both shield and net. Before moving into melee range, one will spin a web that fits perfectly between their first, two legs. This net is then used to block and absorb magical attacks thrown at it, as well as catch and entangle creatures or weapons. Poison (Ex): Like most arachnids in the cosmos, the v'arachti do have poison which is used to subdue their prey so that it can be taken back to the nest and enjoyed at their leisure. If the v'arachti make a successful bite attack against a character, the character must make a Fort save at DC 20. If the save is failed, the character loses muscle control and flops to the ground like a sack of wet flesh, unable to move for 4d4 rounds. He will also take 1d4 points of damage each round thereafter as the poison begins to slowly digest the character from the inside out. This is not necessarily fatal. The poison's digestive effects only last for the duration of the paralysis. A truly hardy character could survive that much damage. Plus, the poison can be neutralized by cure poison. Resistance to Energy (Ex): Due to the nature of their webbing, the v'arachti naturally developed Resistance 20 to all types of energy attacks. Note: I realize that arachnids normally fall under the category of vermin. However, the v'arachti are an intelligent race. In fact, they are just as intelligent as your average human. Thus, I have placed them in the outsider category, instead. |