Dwarven Vengance Monsters

Voadam

Legend
Zenzogin trio

Zenzogin
Huge Outsider (Lawful)
Hit Dice: 16d8+112 (184 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 40 ft., fly 30 ft. (average)
AC: 28 (–2 size, +3 Dex, +17 natural)
Attacks: 1 Gargantuan +5 vorpal greatsword
+25/+21/+15/+11 melee, and 3 Gargantuan +5 vorpal
greatswords +25 melee
Damage: Gargantuan +5 vorpal greatswords 4d6+16 each
Face/Reach: 10 ft. x 10 ft./15 ft.
Special Attacks: Art of War, Shadow of the Past, Sins of the Father
Special Qualities: Damage Reduction 20/+3, Darkvision 60 ft.,
Regeneration 5, Spell Resistance 25
Saves: Fort +17, Ref +13, Will +14
Abilities: Str 29, Dex 17, Con 25, Int 18, Wis 18, Cha 20
Skills: Balance +16, Concentration +16, Diplomacy +18,
Heal +18, Hide +14, Innuendo +13 (+15 to intercept
a message), Intimidate +22, Jump +16, Knowledge
(war) +20, Listen +14, Move Silently +16, Ride +16,
Search +14, Sense Motive +18, Spot +14,
Tumble +16
Feats: Blind-fight, Cleave, Combat Reflexes, Deflect
Arrows, Dodge, Expertise, Far Shot, Flyby Attack,
Great Cleave, Improved Bull Rush, Improved
Critical, Improved Disarm, Improved Initiative,
Improved Trip, Improved Unarmed Strike,
Mobility, Mounted Archery, Mounted Combat,
Multidexterity, Multiweapon Fighting, Point Blank
Shot, Power Attack, Precise Shot, Quick Draw,
Rapid Shot, Ride-by Attack, Shot on the Run,
Spirited Charge, Spring Attack, Stunning Fist,
Sunder, Trample, Weapon Focus (greatsword),
Weapon Specialization (greatsword), Whirlwind
Attack
Climate/Terrain: Any land
Organization: Triumvirate (3)
Challenge Rating: 17
Treasure: None
Alignment: Lawful neutral
Advancement: 17–19 (Huge), 20–24 HD (Gargantuan)

The zenzogin are winged, four-armed
giants from the celestial realms.
Their skin color is either golden or silver,
and their hair, which they wear tied
back in long cascades that reach past
their waists, is either jet black or the
color of pure white snow. They
commonly wear a quilted kimono,
matching trousers that end at the knee,
and cloth two-toed sandals that they
lace up their shins. The feathers of their
wings are the same color as their hair,
and the tip of each is adorned with a
dangling metal ring or precious gem.
They all wear highly stylized
facemasks known as a mempoin the
eastern lands, giving them terrifying,
demonic visages. No one in recorded
history has ever seen a living zenzogin
without his mask.
Zenzogin are the avatars of justice
and war. They were once people who
were exceptionally moral, ethical, and
lawful in life, and have been rewarded
with service to the gods of battle. They
appear in threes, with a least one
female in their group, and usually at
the scenes of massive battles. For the
most part, they merely observe, but they
have been known to aid one side or the
other on occasion; their reason for doing so
is generally to bring equilibrium to an
unbalanced war. It isn’t uncommon in
especially important military
campaigns for one of the winged giants
to call out an army’s most powerful hero
or leader to engage him or her in one-onone
combat. When the triumvirate is
satisfied that the conflicting armies are
even, they generally take their leave.
In some instances, however, the zenzogin
have actually wiped out both sides of a
battle, showing neither mercy nor
remorse for their actions, while in other
instances they’ve ended wars by
preventing the armies from engaging
one another.
In combat, the zenzogin are, as
might be expected, fearsome and deadly,
capable of using any weapon, fighting
style, or battle magic known — and
some that are unknown, if truth be
told. Foes who have great future
potential or an unfulfilled destiny
and who are slain by a zenzogin are
typically reborn with a clean slate, to
be given a second chance at redeeming
themselves. In fact, it’s not unusual
for victims of the zenzogin to remember
parts of their former lives during their
new ones, allowing them the
opportunity to right the wrongs that
led to their demises. When a zenzogin
dies it is reborn with full awareness
from the moment of birth of who it was
and what it has the potential to
become again. If it holds true to the
way of morality and justice in this
new life, then it will eventually
become a zenzogin again at death.
Only in a few extremely rare instances
does the reborn zenzogin follow the
way of evil. At death, the corrupted
zenzogin goes to one of the numerous
hells, perhaps rewarded by the demons
that rule there.

Art of War (Ex): Zenzogin have the
sum of the world’s martial knowledge in
their minds. As such, they can use any combat
feat at will and have every weapon and
armor proficiency; standard feats are
already included in the above stats. In addition,
they may cast spells from the
Destruction, Law, Protection, Strength, and
War domains as a 16th-level cleric, three
times per day each. The DC to resist these
abilities is 14 + the spell level.

3/day — antimagic field, blade barrier, bull’s
strength, calm emotions, circle of doom,
clenched fist, contagion, dictum, disintegrate,
dispel chaos, divine power, earthquake,
endure elements, flame strike,
grasping hand, harm, hold monster,
inflict critical wounds, inflict light
wounds, magic circle against chaos,
magic vestment, magic vestment, magic
weapon, mind blank, order’s wrath,
power word: blind, power word: stun,
protection from chaos, protection from
elements, repulsion, righteous might,
sanctuary, shatter, shield of law, shield
other, spell immunity, spell immunity,
spell resistance, spiritual weapon, stoneskin

Damage Reduction (Su): The zenzogin
ignores 20 hit points from most weapons
and natural attacks. A +3 weapon or better
negates the ability.

O u t s i d e r :
Outsiders have
Darkvision with a
range of 60 feet. A
slain outsider cannot
be raised or resurrected,
although a
wish or miracle
spell can restore it
to life.

Regeneration
(Ex): Damage dealt
to the zenzogin is
treated as subdual
damage, and the
creature automatically
cures itself of 5
points of subdual damage
per round. It can
regrow or reattach severed
body parts. Fire
and acid deal damage
to the zenzogin normally, as do
attacks that don’t deal hit point damage.
Attacks that can cause instant death
only threaten the creature with death if it is
delivered by weapons that deal it normal
damage. Regeneration does not restore hit
points lost from starvation, thirst, or suffocation.

Shadow of the Past (Sp): The zenzogin
can use Shadow of the Past to put a creature
on trial for his alleged “crimes.” Once
per day, a zenzogin may target a creature
within its line of sight with this ability. If the
creature fails a Will save (DC 26), he must
relive in his own mind either his entire life or
key moments of it, over a time span of 3
rounds. The creature cannot take any action
during these rounds other than to observe
and speak when directly addressed by the
zenzogin. The magic compresses time, so the
affected creature may feel as if an hour, a
day, a week, or more has passed. To outside
observers, this effect is identical to the affected
creature being paralyzed; he is unable to
move, has effective Strength and Dexterity
scores of 0, but can take purely mental
actions. Additionally, when a creature comes
out of this state, he
must make a Fortitude save (DC
26) or take 1d2 points of temporary
Constitution damage from the
psychological shock of the experience.
If all three members of the triumvirate
use this power together, working
in concert, then it has an
area of effect of 20 feet and
all creatures
caught in the
effect radius must
experience the
targeted creature’s
life as it does.

Sins of the
Father (Sp): One
who dies at a zenzogin’s
hand may be
reborn with a soul
that has been
absolved of the
sins he committed
in his former
life. This has the
same effect as if
the spell resurrection
were cast on
the character by a
16th-level cleric,
with the exception
that the character
is reborn at half
his original age and
in a completely different body. For a character
to be restored by means of this ability,
there must be some small shred of corporeal
remains left behind. The zenzogin may use
this ability 3 times per day.

Skills: Zenzogin receive a –8 size penalty
to Hide checks. They receive a +2 synergy
bonus to Tumble checks. They get a second
+2 synergy bonus to Diplomacy checks, and
to Innuendo checks to intercept a message.
They receive a third +2 synergy bonus to
Balance and Jump checks, a +3 dodge bonus
to AC when fighting defensively or taking a
full-round action, and a +6 dodge bonus to
AC when on total defense. These skill bonuses
are included above.

Spell Resistance (Ex): To determine if
a spell or spell-like ability works against a
zenzogin, the spellcaster makes a level check
(1d20 + caster level). If the result equals or
exceeds 25, the spell works normally, though
the zenzogin still gets a saving throw if the
spell allows such.
Zenzogin
 

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Voadam

Legend
Land Outcast said:
Very nice one the last one (Zenzogin), especially the fluff.
is it homebrew?

No its from Penumbra Fantasy Bestiary and I just wanted to have an accessible copy of the stats and descriptions I could reference for my email game. I had three show up as my party teleported onto an asherake airship to assault it and take it over during an asheraki and orc takeover/invasion of a planar gate city outside of Acheron the eternal battlefield. With half a million orcs and thousands and thousands of asheraki fighting hundreds of thousands of hobgoblins, duergar, fire giants, azer, bladelings, tieflings, and others I thought an appearance of the zenzogin was warranted.
 

Voadam

Legend
Roper advanced

Advanced Elite Dark Earth Elemental Roper
Size/Type: Large Outsider (augmented Magical Beast, Earth)
Hit Dice: 15d10+120 (203 hp)
Initiative: +6
Speed: 10 ft. (5 squares)
Armor Class: 29 (-1 size, +2 Dex, +18 natural), touch 11, flat-footed 27
Base Attack/Grapple: +15/+28
Attack: Strand +20 ranged touch (drag) or bite +23 melee (3d6+13)
Full Attack: 6 strands +20 ranged touch (drag) and bite +23 melee (3d6+13)
Space/Reach: 10 ft./10 ft. (50 ft. with strand)
Special Attacks: Drag, strands, weakness, push, earth mastery,
Special Qualities: Darkvision 60 ft., immunity to electricity, low-light vision, resistance to cold 10, spell resistance 30, vulnerability to fire, Hide in Plain Sight, Earth Glide
Saves: Fort +15, Ref +11, Will +11
Abilities: Str 28, Dex 14, Con 24, Int 12, Wis 18, Cha 10
Skills: Climb +19, Hide +24*, Listen +19, Spot +14
Feats: Alertness, Improved Initiative, Improved Natural Weapon (bite), Improved Toughness, Iron Will, Weapon Focus (strand)
Environment: Underground
Organization: Solitary, pair, or cluster (3-6)
Challenge Rating: 15
Treasure: No coins; 50% goods (stone only); no items
Alignment: Usually chaotic evil
Advancement: 16-30 HD (Huge)
Level Adjustment: —

A roper stands some 9 feet tall and tapers from 3 or 4 feet in diameter at the base to 1 foot across at the top. It weighs 2,200 pounds. A roper’s coloration and temperature change to match the features of the surrounding cave.

Ropers speak Terran and Undercommon.

Combat
A roper hunts by standing very still and imitating a bit of rock. This tactic often allows it to attack with surprise. When prey comes within reach, it lashes out with its strands. In melee, it bites adjacent opponents with its powerful maw.

Drag (Ex)
If a roper hits with a strand attack, the strand latches onto the opponent’s body. This deals no damage but drags the stuck opponent 10 feet closer each subsequent round (provoking no attack of opportunity) unless that creature breaks free, which requires a DC 30 Escape Artist check or a DC 26 Strength check. The check DCs are Strength-based, and the Escape Artist DC includes a +4 racial bonus. A roper can draw in a creature within 10 feet of itself and bite with a +4 attack bonus in the same round. A strand has 10 hit points and can be attacked by making a successful sunder attempt. However, attacking a roper’s strand does not provoke an attack of opportunity. If the strand is currently attached to a target, the roper takes a -4 penalty on its opposed attack roll to resist the sunder attempt. Severing a strand deals no damage to a roper.

Strands (Ex)
Most encounters with a roper begin when it fires strong, sticky strands. The creature can have up to six strands at once, and they can strike up to 50 feet away (no range increment). If a strand is severed, the roper can extrude a new one on its next turn as a free action.

Weakness (Ex)
A roper’s strands can sap an opponent’s strength. Anyone grabbed by a strand must succeed on a DC 29 Fortitude save or take 2d8 points of Strength damage. The save DC is Constitution-based.

Hide in Plain Sight

Earth Mastery (Ex): An earth elemental creature gains
a +1 bonus on attack and damage rolls if both it and its
foe are touching the ground. If an opponent is airborne or
waterborne, the elemental takes a –4 penalty on attack and
damage rolls.

Push (Ex): An earth elemental creature can start a
bull rush maneuver without provoking an attack of opportunity.
The combat modifiers given in Earth Mastery
also apply to the elemental creature’s opposed Strength
checks.

Earth Glide (Ex): An earth elemental creature can
glide through stone, dirt, or almost any other sort of earth
except metal at a speed equal to its base land speed. Its burrowing
leaves behind no tunnel or hole, nor does it create
any ripple or other signs of its presence. A move earth spell
cast on an area containing a burrowing earth elemental
creature flings the creature back 30 feet, stunning it for 1
round unless it succeeds on a Fortitude save.

Skills
*Ropers have a +8 racial bonus on Hide checks in stony or icy areas.

Work in progress, plan to advance to CR 16 or 17, advance to 15 HD at least and give elite array abilities.

S
 
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Voadam

Legend
Duurvan Flamebeard

Druuvan "Coldstare" Flamebeard CR 14
Male Dwarf duergar Barbarian5 Dragonslayer9
LE Medium Humanoid (Dwarf)
Init +1; Senses Listen +0, Spot +0
Aura Courage(+4)
Languages Common, Dwarven



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AC 23, touch 11, flat-footed 22 (Armor+8, Shield+4, Dex+1, Rage-2(Optional))
hp 123/151 (5D12+9D10+42); DR 3/--
Resist Resist Acid Cold Electricity Fire Sonic 5, Uncanny Dodge, Improved Uncanny Dodge;
Fort +12, Ref +7, Will +9
Weakness
light sensitivity


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Spd 30 ft. (6 squares)
Melee "Phoenix Risen" +20,+15,+10 (1D10+5+1D6Fire+Phoenix Ash Threat/x3)
Raging +22,+17,+12 (1D10+7+1D6Fire+Phoenix Ash Threat/x3)
Vs Dragons +22,+17,+12 (1D10+16+1D6Fire+Phoenix Ash Threat+2D6vs Dragons/19-20x3)
Raging vs Dragons +24,+19+14 (1D10+18+1D6Fire+Phoenix Ash Threat+2D6vs Dragons/19-20x3)
Base Atk +14; Grp +18
Space 5 ft.; Reach 5 ft.
Atk Options Rage 2/Day,
Combat Gear Guantlets:Giantfelling (+1d6/size difference 3/day), Cloak of the Salamander (fireshield 3/day),



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Abilities Str 18, Dex 13, Con 17, Int 10, Wis 10, Cha 6
SQ Dwarf Traits, Trap Sense+1, Improved Critical vs Dragons,
Feats Dodge, Iron Will, Leadership, W.Focus:WarAxe, Lightning Reflexes, Mobility
Skills Climb+21, Intimidate+15, Search+9, Survival+8, Tumble+14
Possessions "Phoenix Risen"(+1 Flaming, Dragonbane WarAxe), Lesser Phoenix Ash Threat(Attached to "Phoenix Risen") (+3 fire damage 1/round), Dragoncraft Banded Mail+2, Heavy Dragonhide Shield+2, Combat Gear, Masterwork Climbers Kit, 2900GP
 
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Voadam

Legend
duergar scouts

Duergar Scout CR 8
Male duergar dwarf rogue 3/fighter 4
LE Medium humanoid
Init +7; Senses darkvision 120 ft; Listen +7, Spot +7
Languages Common, Dwarven, Goblin, Undercommon


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AC 25, touch 14, flat-footed 21; Mobility
Immune paralysis, phantasms, alchemical poison
hp 64 (7 HD)
Fort +8 (+10 vs. spells and spell-like abilities), Ref +7 (+9 vs. spells and spell-like abilities), Will +2 (+4 vs. spells and spell-like abilities); evasion
Weakness light sensitivity


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Spd 20 ft
Melee +2 warhammer +12/+7 (1d8+7/x3)
Ranged mwk light crossbow +10 (1d8/19–20)
Base Atk +6; Grp +9
Special Atk sneak attack +2d6
Combat Gear potion of haste
Spell-Like Abilities (CL 7th): 1/day—enlarge person, invisibility


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Abilities Str 16, Dex 16, Con 16, Int 12, Wis 10, Cha 4
SQ duergar traits, trap sense +1, trapfinding
Feats Improved Initiative, Dodge, Mobility, Toughness, Weapon Focus (warhammer), Weapon Specialization (warhammer)
Skills Appraise +1 (+3 related to stone or metal), Balance +5, Climb +7, Disable Device +7, Escape Artist +7, Hide +7, Jump +7, Listen +7, Move Silently +11, Open Lock +9, Search +6, Sleight of Hand +3, Spot +6, Tumble +3
Possessions combat gear, +3 chain shirt, +2 warhammer, +2 heavy shield, gauntlets of ogre power +2 (reflected in statistics above), masterwork light crossbow, 183 gp


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Duergar Traits: +1 racial bonus on attack rolls against orcs (including halforcs) and goblinoids (including goblins, hobgoblins, and bugbears). +4 dodge bonus to Armor Class against creatures of the giant type (such as ogres, trolls, and hill giants). Has stonecunning (+2 racial bonus on checks to notice unusual stonework; can make a check for unusual stonework as though actively searching when within 10 ft. and can use the Search skill to find stonework traps as a rogue can; intuit depth).
Trapfinding (Ex): Can use the Search skill to locate traps when the task has a DC higher than 20. Can use the Disable Device skill to disarm magic traps.
Trap Sense (Ex): Has an intuitive sense that alerts him to danger from traps, giving him a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps.
 
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Voadam

Legend
Linaera CR 11

Female tiefling Warlock 11

LE Medium outsider (native)

Init +3, Senses Listen +1; Spot +5; Darkvision 120 ft.

Languages Infernal, Draconic, Elven, Goblin, Undercommon


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AC 22, touch 19, flat-footed 14 (armor +6, dex +3, natural +2, deflection +1)

hp 50 (11d6+11 HD); DR 5/cold iron

Resist electricity 5, fire 5, cold 5;

Fort +6, Ref +8, Will +8

Weakness


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Spd 30 ft. (6 squares)

Melee mwk rapier ++8/+3 (1d6-1, 18-20/x2); or unarmed strike +8/+3 (1d3-1)

Ranged mwk hand crossbow, +12/+7 (1d4, 19-20/x2)

Base Atk +8/+3; Grp +7

Space 5 ft. ft.;Reach 5 ft.

Atk Options poison (drow poison, DC 13, unconscious 1 minute/unconscious 2d4 hours),

Combat Gear 10 crossbow bolts, 2 doses of drow poison, 4 potions of cure moderate wounds, staff of healing (20 charges)

Special Actions eldritch blast 6d6 (CL 11th, +11 ranged touch) DC 20 F or blind 1 round, cold damage DC 22 F or nauseated 1 round

Voracious dispelling dispels and inflicts 1 hp per spell level dismissed

Charm DC 18 Will +5 on save in combat, permanent charm

Wall of Gloom, 20' high, 40' long wall of shadows concealment 5' total concealment past that.

Spell-like Abilities (CL 11th): 1/day - darkness,


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Abilities Str 8, Dex 16, Con 12, Int 14, Wis 8, Cha 19

deceive item, detect magic (at will), fiendish resilience


Feats ability focus (eldritch blast), combat casting, spell penetration, force of personality

Skills Concentration +15, Intimidate +10, Spellcraft +16, Spot +5, Use Magic Device +18

Possessions 5 gp, 5 sp, +2 mithral chain shirt, amulet of natural armor +2, backpack, cloak of resistance +2, ring of protection +1, 5 trail rations


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Invocations Known (CL 11th): Least (at will) - eldritch spear, dark one's own luck (+4), beguiling influence Lesser (at will) - charm, voracious dispelling, Wall of Gloom, Greater (at will) - noxious blast (DC 22 Fort)
 
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Voadam

Legend
Criella, tiefling Wrl15; medium outsider (native); CR 15; HD 15d6+45; hp 100; Init +3; Spd 30'; AC 21 (+3 Dex, +6 armor, +2 deflection), touch 15, flat footed 18; BAB/Grapple +11/+13; Atk +15/+10/+5 melee (Warlock's Scepter, 1d6+4) or +15/+10/+5 ranged (+1 sling of seeking, 1d4+1); Face/Reach 5'/5'; SA eldritch blast 7d6 cold DC 21 F -4dex (3 secondary targets 1/2 damage); SQ DR 4/cold iron, fiendish resistance 2, imbue item, energy resistance 5 against cold, fire, and electricity, detect magic at will; AL NE; SV Fort +8, Ref +8, Will +10; Str 15, Dex 17, Con 16, Int 13, Wis 13, Chr 22.

Skills & Feats: Appraise +1, Balance +3, Bluff +14, Climb +2, Concentration +12, Craft +1, Diplomacy +8, Disguise +5, Escape Artist +3, Forgery +1, Gather Information +8, Handle Animal +5, Heal +1, Hide +3, Intimidate +10, Jump +2, Knowledge (Arcana) +9, Knowledge (The Planes) +9, Listen +1, Move Silently +3, Open Lock +3, Perform +5, Profession +1, Ride +3, Search +1, Sense Motive +9, Spellcraft +4, Spot +1, Survival +1, Swim +2, Tumble +3, Use Magic Device +18, Use Rope +3; Ability Focus (Eldritch Blast), Quickened (Flee The Scene), Alertness, Combat Casting, Improved Unarmed Strike, Point Blank Shot, Sudden Iterative Eldritch Blast.

Invocations Known (Base DC 16, 17 vs. eldritch blast): Beguiling Influence, Chilling Tentacles, Eldritch Chain, Flee The Scene, Hellrime Blast, Miasmic Cloud, See The Unseen, Voracious Dispelling, Warlock's Call.

Possessions: Warlock's Scepter (+2 light mace), +3 Studded Leather, +1 Sling Of Seeking, Ring Of Protection +2, Wand Of Displacement (18 Charges), Cloak Of Charisma +2, Elixer Of Sneaking, Elixer Of Hiding, 2 Vials Of Silversheen, 2 Potions Of Cure Light Wounds, Potion Of Cure Medium Wounds, 125 gp.
 
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Voadam

Legend
Collossal demonic monstrous hunter spider

Monstrous Spider, Colossal
Size/Type: Colossal Magical Beast
Hit Dice: 32d8+64 (264 hp)
Initiative: +2
Speed: 30 ft. (6 squares), climb 20 ft.
Armor Class: 22<24> (-8 size, +2 Dex, +18 natural +2 deflection), touch 4<6>, flat-footed 20<22>
Base Attack/Grapple: ++24/+50
Attack: Bite +26<28> melee (4d6+15<18> plus poison)
Full Attack: Bite +26<28> melee (4d6+15<18> plus poison)
Space/Reach: 40 ft./30 ft.
Special Attacks: Poison, web, smite good +4
Special Qualities: Darkvision 60 ft., tremorsense 60 ft., electricity immunity, cold and fire resistance 10, DR 10/magic, SR 25, vermin traits
Saves: Fort +20, Ref +12, Will +10
Abilities: Str 31<35>, Dex 15, Con 14, Int Ø, Wis 10, Cha 2
Skills: Climb +16, Hide -10, Jump +20*, Spot +8*
Feats: — —
Environment: Temperate forests
Organization: Solitary
Challenge Rating: 11

All monstrous spiders are aggressive predators that use their poisonous bites to subdue or kill prey.

Monstrous spiders come in two general types: hunters and web-spinners. Hunters rove about, while web-spinners usually attempt to trap prey. Hunting spiders can spin webs to use as lairs, but cannot use their webs as weapons the way web-spinners can. A hunting spider has a base land speed 10 feet faster than the figures given in the statistics blocks.

Poison (Ex)
A monstrous spider has a poisonous bite. The details vary by the spider’s size, as shown on the table below. The save DCs are Constitution-based. The indicated damage is initial and secondary damage. DC 28 2d8 Str.

Web (Ex)
Both types of monstrous spiders often wait in their webs or in trees, then lower themselves silently on silk strands and leap onto prey passing beneath. A single strand is strong enough to support the spider and one creature of the same size.

A monstrous spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.

Tremorsense (Ex)
A monstrous spider can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with the spider’s webs.

Skills
Monstrous spiders have a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. A monstrous spider can always choose to take 10 on Climb checks, even if rushed or threatened. Monstrous spiders use either their Strength or Dexterity modifier for Climb checks, whichever is higher.

*Hunting spiders have a +10 racial bonus on Jump checks and a +8 racial bonus on Spot checks.

Equipment,

Attuneme mount recall brand. This rune on the spider beneath its saddle allows the spider and all it carries to count as part of Edylyn for purposes of word of recall spells while she is mounted on the spider.
 
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Voadam

Legend
Edylyn, spidermistress of Rigus

Edylyn: Female drau Clr12; CR 13; Medium-size
humanoid (elf ); HD 12d8; hp 54; Init +6; Spd 30 ft.;
AC 21<23><25> (touch 12<14><16>, flat-footed 19<21><23>); Atk +5/+0 melee
(1d6/19–20, +1 chaotic short sword); SA Rebuke undead
7/day; SQ Drau traits; AL NE; SV Fort +8, Ref +6,
Will +11; Str 8, Dex 15, Con 10, Int 12, Wis 16, Cha 18.
Skills and Feats: Bluff +16, Concentration +6, Diplomacy
+16, Intimidate +6, Knowledge (the planes) +3,
Knowledge (religion) +6, Listen +5, Ride (monstrous
spider) +4, Search +3, Sense Motive +5, Spot +5;
Combat Casting, Improved Initiative, Mounted
Combat, Spell Penetration, Trample.
Rebuke Undead (Su): The cleric can make undead
cower by channeling negative energy.
Drau Traits: Immune to magic sleep spells and
effects; +2 racial bonus on Will saves against enchantment
spells or effects; darkvision 120 ft.; entitled to a
Search check when within 5 feet of a secret or concealed
door as though actively looking for it; SR 23;
+2 racial bonus on Will saves against spells or spelllike
abilities; spell-like abilities (1/day—dancing lights,
darkness, and faerie fire as though cast by a sorcerer of
the drow’s character level); light blindness (blinded
for 1 round by abrupt exposure to bright light, –1 circumstance
penalty on all attack rolls, saves, and skill
checks while operating in bright light); +2 racial
bonus on Listen, Spot, and Search checks (already figured
into the statistics given above).955432
Cleric Spells Prepared: (6/7/6/6/4/4/3; base DC = 13 +
spell level):
0—1create water, cure minor wounds,
detect magic, read magic; 5X?
1st—1change self*, command,
comprehend languages, cure light wounds, entropic shield, protection
from law*, shield of faith;
2nd—2hold person, invisibility*,
resist elements, Shatter*, silence, spiritual weapon, undetectable alignment;
3rd—2create food and water, deeper darkness, dispel magic, magic circle against law*, nondetection*, summon monster III;
4th—3Chaos hammer*, confusion*, discern lies, poison, tongues;
5th—3dispel law*, false vision*, flame strike, plane shift,
6th—4animate objects*, mislead*, word of recall

*Domain spell. Deity: Lolth. Domains: Chaos (cast chaos
spells at +1 caster level), Trickery (Bluff, Disguise, and
Hide are class skills).


Possessions: +2 chain shirt, +1 buckler, +1 chaotic light
mace, bracelets of natural armor (+1), wand of bull’s
strength, periapt of wisdom (+2), potion of
cat ’s grace, potion of cure serious wounds, potion of
endurance, divine scroll of heal.

Spells active
dispel law
poison
Tongues
Nondetection
Shield of faith

entropic shield
protection from evil
 
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