Here's one to keep you busy while I'm on vacation next week...
Chak
(New Monster)
Armor Class: 5 (AC 0 if armored)
Move: 9*21
Hit Dice: 5
No. of Attacks: 1 weapon, 2 lightwand, or bite
Damage: by weapon or 1d6 + poison
THACO: 15
Alignment: Any
Size: L
Intelligence: Avg. to High
STs: 14
STw: 13
Special Attacks: poisonous bite, weapons, lightwands (13 charges each)
Special Defense: shift out of phase
The Chak are a race of intelligent beings closely related to phase spiders. They are the dominant creatures in Part 3 of this adventure. The Chak have prospered as merchants, trading among many of the races of the Inner Planes of Existence. Their society is large and advanced. Planets are ruled by local kings serving an emperor who rules from the race's home planet somewhere in the Prime Plane.
Individual Chak may be of any alignment but tend to associate only with those of similar alignment (at least along good-evil lines). The average Chak lives over a thousand years. All Chak speak a common language of the same name, and many have learned to speak human Common and several other tongues through their dealings with other races. When speaking a "foreign language," their speech patterns mimic their teachers. They develop some odd colloquial expressions, and these habits are hard to break. (The "gee whiz" phrase came into their vocabulary from contact with a paladin some 800 years past.)
Noble Chak are 1-4 Hit Dice larger than the average, with a corresponding damage bonus (1-4), and are AC 3. Kings have at least 10 Hit Dice, with bite damage 2d10 and AC0.
The most common weapon used by the Chak is the lightwand, a seemingly innocent, light-producing device which, when fitted with a special control ring, can be fired as a laser (range 120', #AT 2/round, Dmg 2d8, save vs. wands for 1/2 damage; target treated as AC 10 modified for magic or dexterity only). Other small weapons, such as daggers or hand axes, are also used. In their lair, over 40% of the Chak encountered are armed with lightwand weapons.
Chak spin webs, but only in their residences, not throughout a Chak community. A webbed victim of 18 or greater Strength can break free in one round. For each point of Strength under 18, it takes one additional round to break free of Chak webbing.
Though Chak can shift out of phase as normal phase spiders, entering the Ethereal Plane at will and returning when desired, they consider it very impolite to do so. Besides, the Ether is cold and possibly dangerous, so it is normally used only as a route to other planes, except in emergencies (such as attacks). In addition, items carried by the Chak do not go to the Ethereal Plane with them.
From I11: Needle