Compiled and Updated
Compiled and updated stats and such.
Dysderians
Dysderians are spider-men native to the Plane of Dysderia. These arachnoids seek to absorb all other life into their hive-mind. A queen rules each separate brood, and all queens are subservient to the Matriarch, the hive mind. Dysderian society is mostly based around crafting, as they have no need for combat training – they naturally are quite good at combat. Xenophobic and paranoid, Dysderians will attack outsiders on sight. Tough, strong, and smart (as a hive), these spider-men are difficult if not impossible to eradicate. They appear as six-legged, two-armed insectoid centaurs with large fangs and 12 eyes. Their skin is a glossy black, marked with occasional traces of green or blue.
Hive Mind(Ex): All Dysderians within 50 miles of their queen are constantly aware of each other. If one is aware of a danger, they all are. If one in a group is not flat-footed, none of them are. No Dysderian in a group is considered flanked unless they all are.
All Around Vision(Ex):All Dysderians have 360-degree vision. Thus, they cannot be flanked. They take a –8 penalty on saves against gaze attacks.
Combat
Dysderians aggressively fight in packs in combat. Rare is it to see a lone Dysderian. Using their hive mind to their advantage, they always attempt to flank and surround enemies or intruders into the broodlair. Because of this hive mind, they are extremely intelligent in combat, sometimes surrounding a target with hordes of workers to bog them down while the powerful psions of the race destroy the mind and body of the intruder.
Worker
This insectoid creature is about the size of a large dog, although it could hardly be mistaken for such. It looks like a wolf spider, but holds its head and torso upright, and its arms and legs end in finely pointed claws.
Workers are the most common type of Dysderians. They are the main members of the Dysderian society, handling the crafting. Militarism being inherent to Dysderian culture, they are frequently called on to serve as cannon fodder. Some resent this, but they are killed immediately when this resentment is detected. An average Dysderian Worker is about 3 feet long and 2 feet high at the shoulder. They weigh 60 pounds. Dysderian Workers speak Dysderian.
Combat
Dysderian Workers fight to defend the broodlair, and to overwhelm opponents of their expansion by sheer numbers. They attack with their fangs. For the purposes of overcoming damage reduction, a Dysderian Worker’s fangs are treated as +1 weapons.
Psionic Fabricate(Sp): Three Dysderian Workers working together are able to manifest Psionic Fabricate as a seventh level manifester. This is a full-round action for all three workers.
Dysderian Worker
Small Aberration
Hit Dice: 1d8+1 (5 hp)
Intitiative: +1
Speed: Land 40ft, Burrow 30ft
Armor Class: 14 (+1 Dex, +2 natural, +1 size)
Base Attack/Grapple: +1/-2
Attack: Bite +3 Melee (1d4-1)
Full Attack: Bite +3 Melee (1d4-1)
Space/Reach: 5ft/5ft
Special Attacks: None
Special Qualities: Psionic Fabricate, Hive Mind, All Around Vision
Saves: +3,+4,+3
Abilities: Str 13, Dex 12, Con 13, Int 10, Wis 10, Cha 9
Skills: Climb +8, Craft (any one) +5, Hide +6, Listen +4, Search +2, Spot +4
Feats: None
Environment: Any except arctic
Organization: Triplet (3), or swarm (5-10)
Challenge Rating: 1/2
Treasure: None
Alignment: True Neutral
Advancement: Abberation Standard
Level Adjustment: ----
Warrior
This creature is the size of a small horse. Its fangs glisten with poison, and it sports a wickedly sharp claw on each foot. It has what appears to be a singer on its abdomen.
Trained in the combat arts, Dysderian Warriors are a match for many a seasoned adventurer. They communicate through the hive mind, and speak Dysderian. Fairly common, they serve as guards and ground troops. The stand six feet high at the shoulder and are seven feet long. They weigh 580 pounds.
Combat
Dysderian Warriors are fearsome combatants, with excellent maneuverability and flanking skills. They fight with poison, fangs, claws, and stinger, and are capable of dealing a significant amount of damage. A Dysderian Warrior’s natural weapons are treated as +2 weapons for the purposes of overcoming damage reduction.
Poison(Ex): Injury, Fortitude DC 16, initial and secondary damage 1d6 base attack bonus. The save DC is Constitution based.
Dysderian Warrior
Large Aberration
Hit Dice: 4d8+8 (24)
Intitiative: +9
Speed: Land 30ft, Burrow 20ft
Armor Class: 20 (+5 Dex, +6 Natural, -1 size)
Base Attack/Grapple: +5/+8
Attack: Bite +8 Melee (1d6+3 and poison)
Full Attack: Bite +8 Melee (1d6+3 and poison), Sting +7 Melee (1d8+3 and poison), 2 Claws +5 Melee (1d4+2)
Space/Reach: 10ft/5ft
Special Attacks: Poison
Special Qualities: Hive Mind, Damage Reduction 10/+2, Immunity to cold, Resistance 10 to fire, Spell Resistance 10, Power Resistance 10, All Around Vision
Saves: +9,+10,+3
Abilities: Str 16, Dex 18, Con 15, Int 10, Wis 10, Cha 7
Skills: Climb +10, Hide +10, Jump +10
Feats: Improved Intitiative
Environment: Any except arctic
Organization: Pair (2) or Triplet (3)
Challenge Rating: 6
Treasure: 50% Gems
Alignment: True Neutral
Advancement: Abberation Standard
Level Adjustment: ----
Psion
This weakly build arachnid has a bulging forehead, a lump on its thorax, and a large stinger on its abdomen. Strangely, fangs are completely absent.
The Dysderian Psion is a straggly being, seemingly unfit even to walk. Scrawny and shaky, these spider-centaurs can barely keep their torso up from the weight of their brain. This seemingly weak creature harbors nasty surprises in store for those seeking to hurt it or its brood, though. Dysderian Psions are powerful psionic creatures, leaving burnt out minds and husks of bodies in their path. Dysderian Psions speak Dysderian. They are five feet long and three feet high at the shoulder. They weigh 160 pounds.
Combat
Dysderian Psions are more than willing to defend their broodlair. Fiercely devoted to the life of the queen, these masters of the mind rain power down upon their foes. Psions prefer to attack from behind masses of workers (in which case they use area-of-effect abilities), or from behind warriors for precision targeting. If they have to, they will resort toward using their poisoned stinger in battle.
Poison(Ex):Injury, DC 16, initial 1d6 Int, secondary loss of spellcasting and manifesting ability for one hour.
Psi-Like Abilities(Sp): At will - control light, entangling ectoplasm, force screen, mind thrust(3d10), body equilibrium, ego whip(2d4, DC 16), energy stun (electricity, 2d6, DC 15), thought shield (power resistance 16). 1/day – psionic blast, empathic feedback.
Dysderian Psion
Medium Aberration
Hit Dice: 3d8+3 (15)
Intitiative: +9
Speed: Land 30ft, Burrow 20ft
Armor Class: 16 (+5 Dex, +1 Natural)
Base Attack/Grapple: +4/+2
Attack: Sting +4 Melee (1d6+3 and poison)
Full Attack: Sting +4 Melee (1d6+3 and poison)
Space/Reach: 5ft/5ft
Special Attacks: Psionics, Poison
Special Qualities: Hive Mind, Vulnerability to fire, Spell Resistance 18, Power Resistance 18, All Around Vision
Saves: +2,+7,+12
Abilities: Str 6, Dex 18, Con 10, Int 10, Wis 19, Cha 4
Skills: Autohypnosis +10, Psicraft +10, Concentration +10
Feats: Improved Intitiative, Toughness
Environment: Any except arctic
Organization: Pair (2) or Triplet (3)
Challenge Rating: 6
Treasure: 100% Gems
Alignment: True Neutral
Advancement: Abberation Standard
Level Adjustment: ----
Infester
This flying creature looks like a squirming ball with two tentacles coming out of it from the front. It has a lamprey-like mouth on its underside.
The Dysderian Infester is a flying beast that is entirely under the control of the Dysderian Queen (of a particular broodlair). Thus, they cannot function if more than 50 miles from the queen, and die. These creatures are strong, but stupid..
Combat
Dysderian Infesters immediately try to use their psionic dominate power. If this fails twice in a row, they either flee or attack with their mouth. If they do manage to dominate one of their targets, then they will grasp it in their mouth and carry it back to the broodlair to serve as food for the colony.
Psi-Like Abilities(Ex): At will – psionic dominate (DC 12).
Carry(Ex): The Dysderian Infester can pick up and carry a dominated creature or person with its mouth. The creature takes one point of damage upon being picked up in this way.
Dysderian Infester
Medium Aberration
Hit Dice: 2d8-2 (minimum 1) (6)
Intitiative: +0
Speed: Fly 50ft
Armor Class: 13 (+3 natural)
Base Attack/Grapple: +1/+3
Attack: None
Full Attack: None
Space/Reach: 5ft/5ft
Special Attacks: Psionic Dominate
Special Qualities: Hive Mind, Carry, All Around Vision
Saves: +1,+1,+1
Abilities: Str 14, Dex 10, Con 8, Int 4, Wis 4, Cha 4
Environment: Any except arctic
Organization: Lone (1)
Challenge Rating: 1
Treasure: None
Alignment: Neutral Evil
Advancement: Abberation Standard
Level Adjustment: ----
Webspinner
This small arachnoid scuttles around the area, covering everything it finds with webs.
The Dysderian Webspinner is a simple, and weak creature. Travelling in packs, they simply use their Web ability on all passages in the broodlair, hindering possible enemy movement.
Combat
Webspinners have no combat skills. They die immediately upon entering combat.
Web(Ex): The Webspinner may create Webs at will.
Heart Attack(Ex): When engaged in combat, the Webspinner dies immediately from heart failure.
Dysderian Webspinner
Small Aberration
Hit Dice: 1 (1)
Intitiative: -5
Speed: Fly 10 ft, Land 10 ft, Burrow 10ft
Armor Class: 11 (+1 size)
Base Attack/Grapple: +0/+0
Attack: None
Full Attack: None
Space/Reach: 5ft/5ft
Special Attacks: Web
Special Qualities: Hive Mind, Heart Attack, All Around Vision
Saves: -1,-1,-1
Abilities: Str 1, Dex 1, Con 1, Int 1, Wis 1, Cha 1
Skills: Climb +10
Environment: Any except arctic
Organization: Swarm (100-200)
Challenge Rating: 1/10th
Treasure: None
Alignment: True Neutral
Advancement: Abberation Standard
Level Adjustment: ----
Scout
This flying creature appears to be a spider. Its back two sets of legs are folded up to form two parallel horizontal supports, and spidersilk connects them to form a pair of wings.
The Dysderian Scout is a strange beast. A small, flying spider, it has no combat abilities and flees if engaged in a fight. It serves to scout out territory for the hivemind, and like all Dysderians, must remain within 50 miles of a Queen in order to relay its information. This is the only Dysderian that is found alone, making scouting runs to obtain information that it later reports to a Queen, if it survives.
Combat
Dysderian Scouts flee if faced with combat.
Regeneration(Ex): Dysderian Scouts take normal damage from fire and acid.
Dysderian Scout
Small Aberration
Hit Dice: 3d8+0 (16)
Intitiative: +3
Speed: Fly 50ft
Armor Class: 11 (+1 size)
Base Attack/Grapple: +1/+1)
Attack: Bite +1 Melee (1d4-2, minimum 1)
Full Attack: Bite +1 Melee (1d4-2, minimum 1)
Space/Reach: 5ft/5ft
Special Attacks: None
Special Qualities: Regeneration 10, All Around Vision
Saves: +1,+3,+1
Abilities: Str 10, Dex 16, Con 10, Int 10, Wis 10, Cha 3
Skills: Survival +4
Environment: Any except arctic
Organization: Lone (1)
Challenge Rating: 1/8th
Treasure: None
Alignment: True Neutral
Advancement: Abberation Standard
Level Adjustment: ----
Menace
Before you stands a powerfully built arachnoid, coated in hard armor plating that seems to grow from its flesh itself. It carries a long crystalline greatsword that is pulsing with energy.
Dysderian Menaces are the elite strike forces of the Dysderian armies. They have the ability to manifest psionics, but generally do not do so. They carry a Psionic Energy Aura Greatsword, which is treated as a +4 weapon for them. They serve to provide brute force, and a lot of it. These are the first units sent in to battle against enemy armies, and the last to retreat. They are ten feet long and 6 feet high at the shoulder. They weigh 1200 pounds. Dysderian Menaces speak Dysderian and Common.
Combat
Dysderian Menaces travel in squads of 2-4, each able to wreak havoc among enemies of the broodlair. They surround their targets and quickly dispose of them with their swords. The armor plating they possess makes them very difficult to take down.
Poison(Ex): Injury, Fortitude DC 18, initial and secondary damage 1d6 Con. The save DC is Constitution based.
Dysderian Menace
Large Aberration
Hit Dice: 12d8+32 (96)
Intitiative: +6
Speed: Land 30ft, Burrow 20ft
Armor Class: 24 (+2 Dex, +13 Natural, -1 Size)
Base Attack/Grapple: +7/+12
Attack: Sword +12 Melee (1d8+1d6+10)
Full Attack: Sword +12 and +8 Melee (1d8+1d6+10 each), Bite +8 Melee (1d6+3 and poison)
Space/Reach: 10ft/5ft
Special Attacks: Poison
Special Qualities: Hive Mind, Damage Reduction 10/+2 Immunity to cold, Resistance 15 to fire, Spell Resistance 12, Power Resistance 12
Saves: +12,+8,+4
Abilities: Str 18, Dex 15, Con 18, Int 10, Wis 10, Cha 4
Skills: Autohypnosis +10, Climb +10, Jump +10, Survival +10
Feats: Improved Intitiative, Combat Reflexes, Spring Attack
Environment: Any except arctic
Organization: Squad (2-4)
Challenge Rating: 8
Treasure: 5% magic items, 50% gems, 45% gold
Alignment: True Neutral
Advancement: Abberation Standard
Level Adjustment: ----
Commander
This large creature sports an extra set of arms (beyond the normal for an arachnoid), each of which bears two viciously sharp claws. It towers at 9 feet tall, and has what appear to be hard, clear armor plates on its body.
The Dysderian Commander is a fearsome foe, using a combination of powerful psionics and impressive physical attacks to dominate the battlefield. Leading platoons in the Dysderian armies, these mighty arachnoids cleave through masses of enemy combatants, leaving few alive to tell the tale. They are fourteen feet long and nine feet tall at the shoulder. They weigh 2530 pounds.
Combat
Dysderian Commanders fight aggressively with all four arms at once, generally wielding either axes (+2 balanced greataxe) or fighting unarmed. They are extremely difficult to kill, and attempt to rip off the heads of those they are fighting.
Unarmed Vorpal(Ex): The Dysderian Commander is able to make an unarmed vorpal attempt if it has successfully grappled the target and is using its claws. To make this attempt, roll a 1d20. On a 20, the Dysderian Commander successfully removes the head of the target creature, killing it instantly (unless it does not need the head to function).
Psi-Like Abilities: At will – brain lock (any non-mindless, DC 14), ego whip (2d4, DC 16), mind thrust (4d10, DC 15), telekinetic thrust (500 lbs, DC 22).
Dysderian Commander
Huge Aberration
Hit Dice: 20d8+80 (160)
Intitiative: +3
Speed: Land 30ft, Burrow 20ft
Armor Class: 27 (-1 Dex, +20 Natural, -2 Size)
Base Attack/Grapple: +12/+16
Attack: Axe +12 Melee (1d12+4) OR Claw +12 Melee (1d4+4)
Full Attack: Four Axes +12 Melee (1d12+4)ORFour Claws +12 Melee (1d4+4)
Space/Reach: 15ft/10ft
Special Attacks: Unarmed Vorpal, Psionics
Special Qualities: Hive Mind, Damage Reduction 10/+4, Immunity to cold, Resistance 20 to fire, acid,Spell Resistance 18, Power Resistance 18, All Around Vision
Saves: +15,+8,+13
Abilities: Str 18, Dex 8, Con 18, Int 10, Wis 18, Cha 4
Skills: Autohypnosis +12, Climb +12, Jump +12, Survival +12, Search +12, Spot +12
Feats: Improved Intitiative, Spring Attack, Diehard, Improved Critical (Greataxe), Superior Multiattack, Superior Multi-Weapon Fighting.
Environment: Any except arctic
Organization: Lone (1), Squad of 2-4 Shock Troopers and 1 Commander, or in a pair (2)
Challenge Rating: 14
Treasure: 15% magic items, 30% gems, 55% gold
Alignment: True Neutral
Advancement: Abberation Standard
Level Adjustment: ----
Queen
A bloated arachnoid lies before you, abdomen grossly swollen. This hideous beast is coated in heavy chitinous armor and bears a set of sharp fangs and claws, glistening with saliva.
The Dysderian Queen is the size of a barn, and weighs in at over 200,000 pounds. She can move, albeit slowly. Unlike other Dysderians, the Queen appears to be a huge spider, not a spider-man. The Queen controls the broodlair it is in, and reports psionically to the Matriarch. Destruction of the Queen results in the living inhabitants of the broodlair losing control. Such beings without a Queen will wander the area attacking everything they see, even other Dysderians. The Matriarch knows when a Queen is under attack or killed.
Combat
A fearsome foe in combat, the Dysderian Queen combines massively powerful psionics with the ability to take huge amounts of damage.
Tactics round-by-round:
Round 1: Inertial Armor, and Quickened Force Screen
Round 2: Recall Death on fighters or barbarians
Round 3: Insanity on spellcasters and manifesters.
Round 4: Energy Wave to break up the attackers
Round 5: Wall of Ectoplasm to make time for healing, repeat above.
Regeneration(Ex): Dysderian Queens take normal damage from acid and sonic.
Psi-Like Abilities: At will – brain lock (any non-mindless, DC 25), ego whip (3d4, DC 22), mind thrust (6d10, DC 20), telekinetic thrust (500 lbs, DC 25), inertial armor, force screen. 3/day – recall death (5d6, DC 25), insanity (DC 25), energy wave (15d6, DC 27), wall of ectoplasm. 1/day – greater psionic teleport.
Fast Healing(Ex): Dysderian Queens regenerate 3 hit points of damage per round.
Innate Quicken(Ex): Dysderian Queens can quicken any psi-like ability that they can use at will, so long as the target is ‘personal’.
Dysderian Queen
Huge Abberation
Hit Dice: 35d8+280 (420)
Intitiative: +4
Speed: Land 10ft.
Armor Class: 32 (+0 Dex, +26 natural, -4 size)
Base Attack/Grapple: +20/+26
Attack: Bite +22 Melee (1d10+6)
Full Attack: Bite +22 Melee (1d10+6)
Space/Reach: 25ft/25ft
Special Attacks: None
Special Qualities: Psionics, Regeneration 15, Fast Healing 3, Resistance to fire, and cold 30,Damage Reduction 15/+3, Innate Quicken
Saves: +18, +5, +18
Abilities: Str 24, Dex 10, Con 26, Int 28, Wis 28, Cha 10
Skills: Autohypnosis +20, Psicraft +20, Spellcraft +20, Concentration +20
Feats: Improved Initiative, Power Penetration, Greater Power Penetration
Environment: Any except arctic
Organization: Alone, with 2-4 commanders
Challenge Rating: 17
Treasure: Triple standard
Alignment: True Neutral
Advancement: Abberation Standard
Level Adjustment: ----