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[Kulan] Denizens of the Underearth
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<blockquote data-quote="Knightfall" data-source="post: 8649418" data-attributes="member: 2012"><p><strong><span style="color: rgb(243, 121, 52)">Arachog</span></strong></p><p>Large Aberration</p><p>Hit Dice: 4d8+19 (37 hp)</p><p>Initiative: +0</p><p>Speed: 40 ft., climb 20 ft.</p><p>AC: 17 (-1 size, +8 natural), touch 9, flat-footed 17</p><p>Base Attack/Grapple: +3/+16</p><p>Attack: Greatclub +10 melee (2d8+10) or javelin +2 ranged (1d8+7) or bite +9 melee (1d6+7 plus poison)</p><p>Full Attack: Greatclub +10 melee (2d8+10) and bite (1d6+3 plus poison) +4 melee or javelin +2 ranged (1d8+7)</p><p>Space/Reach: 10 ft. / 10 ft.</p><p>Special Attacks: Poison, spell-like abilities</p><p>Special Qualities: Darkvision 60 ft., low-light vision, multiple legs</p><p>Saves: Fort +8, Ref +1, Will +1</p><p>Abilities: Str 25 (+7), Dex 10 (+0), Con 19 (+4), Int 6 (-2), Wis 10 (+0), Cha 9 (-1)</p><p>Skills: Climb +15, Hide +0, Listen +2, Move Silently +4, Spot +2</p><p>Feats: Toughness, Weapon Focus (greatclub)</p><p></p><p>Continent/Region: Any</p><p>Climate/Terrain: Temperate hills and underground</p><p>Organization: Solitary, pair, gang (3–4), or band (5–8 plus 1–2 medium-size monstrous spiders)</p><p>Challenge Rating: 4</p><p>Treasure: Standard</p><p>Alignment: Usually chaotic evil</p><p>Advancement: By character class</p><p>Level Adjustment: +4</p><p></p><p>Arachogs are the result of twisted magical experiments by earth ogre elementalists. Arachogs were once normal ogres from the surface world but now serve as shook troops for earth ogres and rarely for deep minotaurs as well.</p><p></p><p>An arachogs legs and lower body takes the form of a hideous large monstrous spider, with the torso and head of an ogre protruding from where the head of a spider would be. Most arachogs wear little or no clothing, as they rarely need more then their weapons and a harness for javelins.</p><p></p><p>Arachogs speak Giant, and those specimens who boast Intelligence scores of at least 10 also speak Undercommon.</p><p></p><p><strong>Combat</strong></p><p>Arachogs are frightening foes to behold and battle. They use greatclubs like ogres do but may also deliver a poisonous bite. If a group of arachogs surprise their opponents or have time before closing to melee, they will throw multiple javelins in order to disable as many opponents as possible.</p><p></p><p><em>Multiple Legs</em> (Ex): Arachogs are more stable because of their multiple legs, gaining applicable stability bonuses against certain forms of attack (+4 bonus on trip attacks) and grapple checks.</p><p></p><p><em>Poison</em> (Ex): Bite, Fortitude save (DC 16), 6 points of initial and secondary strength damage.</p><p></p><p><em>Spell-like Abilities</em>: At will – <em>detect chaos</em>, <em>detect evil</em>, <em>detect good</em>, <em>detect law</em>, and <em>detect magic</em> as a 4th-level sorcerer. Arachogs are adapt at seeing auras.</p><p></p><p><em>Skills</em>: Arachogs receive a +4 racial bonus on Hide and Move Silently checks and a +8 bonus on Climb checks for having a climb speed.</p></blockquote><p></p>
[QUOTE="Knightfall, post: 8649418, member: 2012"] [B][COLOR=rgb(243, 121, 52)]Arachog[/COLOR][/B] Large Aberration Hit Dice: 4d8+19 (37 hp) Initiative: +0 Speed: 40 ft., climb 20 ft. AC: 17 (-1 size, +8 natural), touch 9, flat-footed 17 Base Attack/Grapple: +3/+16 Attack: Greatclub +10 melee (2d8+10) or javelin +2 ranged (1d8+7) or bite +9 melee (1d6+7 plus poison) Full Attack: Greatclub +10 melee (2d8+10) and bite (1d6+3 plus poison) +4 melee or javelin +2 ranged (1d8+7) Space/Reach: 10 ft. / 10 ft. Special Attacks: Poison, spell-like abilities Special Qualities: Darkvision 60 ft., low-light vision, multiple legs Saves: Fort +8, Ref +1, Will +1 Abilities: Str 25 (+7), Dex 10 (+0), Con 19 (+4), Int 6 (-2), Wis 10 (+0), Cha 9 (-1) Skills: Climb +15, Hide +0, Listen +2, Move Silently +4, Spot +2 Feats: Toughness, Weapon Focus (greatclub) Continent/Region: Any Climate/Terrain: Temperate hills and underground Organization: Solitary, pair, gang (3–4), or band (5–8 plus 1–2 medium-size monstrous spiders) Challenge Rating: 4 Treasure: Standard Alignment: Usually chaotic evil Advancement: By character class Level Adjustment: +4 Arachogs are the result of twisted magical experiments by earth ogre elementalists. Arachogs were once normal ogres from the surface world but now serve as shook troops for earth ogres and rarely for deep minotaurs as well. An arachogs legs and lower body takes the form of a hideous large monstrous spider, with the torso and head of an ogre protruding from where the head of a spider would be. Most arachogs wear little or no clothing, as they rarely need more then their weapons and a harness for javelins. Arachogs speak Giant, and those specimens who boast Intelligence scores of at least 10 also speak Undercommon. [B]Combat[/B] Arachogs are frightening foes to behold and battle. They use greatclubs like ogres do but may also deliver a poisonous bite. If a group of arachogs surprise their opponents or have time before closing to melee, they will throw multiple javelins in order to disable as many opponents as possible. [I]Multiple Legs[/I] (Ex): Arachogs are more stable because of their multiple legs, gaining applicable stability bonuses against certain forms of attack (+4 bonus on trip attacks) and grapple checks. [I]Poison[/I] (Ex): Bite, Fortitude save (DC 16), 6 points of initial and secondary strength damage. [I]Spell-like Abilities[/I]: At will – [I]detect chaos[/I], [I]detect evil[/I], [I]detect good[/I], [I]detect law[/I], and [I]detect magic[/I] as a 4th-level sorcerer. Arachogs are adapt at seeing auras. [I]Skills[/I]: Arachogs receive a +4 racial bonus on Hide and Move Silently checks and a +8 bonus on Climb checks for having a climb speed. [/QUOTE]
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