The gauntlet has been thrown, prepare for battle. Dueling beasties!
The Architect (Monstrous Spider, Huge + Earth Elemental + Psionic + Half-Fiend)
Huge Outsider (Earth, Evil)
Hit Dice: 10d8+20 (65)
Initiative: +4 (Dex)
Speed: 40 Ft, climb 30 Ft, Burrow 30 Ft., Fly 40 Ft. (Average)
AC: 21 (-2 Size, +4 Dex, +9 Natural, +4 Deflection)
Attacks: Bite +12 Melee, 4 Claw +7 Melee
Damage: Bite 2d6+9 and poison, Claw 1d8+4
Face/Reach: 15 Ft. By 15ft/10ft
Special Attacks: Burrow, Earth Mastery, Poison, Psionics, Spell-Like Abilities, Web
Special Qualities: Damage Reduction: 5/+1, Darkvision 60’, Elemental, Immunities, Tremorsense, Vermin
Saves: Fort: +8, Ref: +7, Will: +3
Abilities: Str:25, Dex:20, Con:14, Int:4, Wis:10, Cha:4
Skills: Climb +15, Hide +11, Jump +15, Knowledge (Architecture) +3,
Knowledge (Planes) +3, Spot +12
Feats: Inertial Barrier, Speed of Thought
Climate/Terrain: Temperate and warm land, underground, the abyss, hell, the ethereal plane, or it’s own unique demiplane.
Organization: Unique, often found with 10-100 of her Children.
Challenge Rating: 11
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Always Neutral Evil
Advancement: 11-23 HD (Huge)
The Architect is a bizarre creature birthed from the very earth of the Abyss. She takes no side in the ongoing struggles of hell, but instead works on weaving her own plane from earth, bits of the hells, and whatever else it finds. She will lay webs in one plane, and wait for prey in her own. When a creature is caught, it is pulled in.
No one knows what the ultimate goal of the Architect or why she works at creating this plane, or creating her servitor race. She isn’t quite intelligent enough to make it a fearsome opponent, but she may very well be a scheme by some higher up creature. She reacts well to Drow elves, and never traps them against their will.
The Architect has no ties to Lloth and Lloth seems not to take much notice of the Architect. The Architect’s plane is known as the Web.
Combat
The Architect prefers not to fight, instead she will Burrow or fly away. She relies on spell-like abilities against airborne foes, and will use Darkness in hopes of distracting them long enough to escape using the Burrow ability. If these fail she will use the Ultrablast ability, or one of the psionic attack forms.
Burrow (Ex): The Architect can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Her burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of her presence. A move earth spell cast on an area containing the burrowing Architect flings the her back 30 feet, stunning the her for 1 round unless she succeeds at a Fortitude save.
Earth Mastery (Ex): The Architect gains a +1 bonus on attack and damage rolls if both she and her foe touch the ground. If an opponent is airborne, the Architect suffers a –4 penalty on attack and damage rolls.
Immunities: The Architect is immune to poison, sleep, paralysis, stunning, and mind-influencing effects. She is not subject to critical hits. She also have acid, cold, electricity, and fire resistance 20.
Psionics (Sp): At will – Genesis, Improved Etherealness, Mass Dominate, Planeshift,
Teleport Without Error, Ultrablast
These abilities are as the powers manifested by an 10th-level psion.
Attack/Defense Modes (Sp): At will – ego whip, Mind Thrust, Psychic Crush/empty mind, mental barrier, thought shield
Poison (Ex): DC 22, 1d8 Str damage
Spell-Like Abilities: 3/day-Darkness, Poison; 1/day –Contagion, Desecrate,
Unholy Blight; as a 10th level sorcerer.
Telepathy (Su): The Architect can communicate telepathically with any creature within 100 feet that has a language.
Tremorsense (Ex): The Architect can automatically sense the location of anything within 60 feet that is in contact with the ground.
Web (Ex): DC 28 to escape, 34 to break, 14 HP
Skills: +4 Hide and Spot checks
Her servitors are next.