Darkweaver

Darkweaver
Large Outsider (Extraplanar, Shadow)
Hit Dice: 6d8+12 (39 hp)
Initiative: +4
Speed: 40 ft., climb 30 ft.
Armor Class: 16 (-1 size, +4 Dex, +3 natural), touch 13, flat-footed 12
Base Attack/Grapple: +6/+9
Attack: Bite +7 melee (1d6+3 plus poison)
Full Attack: Bite +7 melee (1d6+3 plus poison)
Space/Reach: 10 ft./5 ft.
Special Attacks: Poison, webs
Special Qualities: DR 5/silver, darkvision, tremorsense 15 ft., outsider traits
Saves: Fort +7, Ref +9, Will +5
Abilities: Str 17, Dex 19, Con 14, Int 4, Wis 10, Cha 8
Skills: Climb +16*, Perception +5, Stealth +17*
Feats: Blind Fight, Improved Grapple
Environment: Plane of Shadow
Organization: Solitary, pair
ECL: 6
Treasure: Standard
Alignment: Always neutral evil
Advancement: 7-18 HD (Large)

Darkweavers are spiders that inhabit the Plane of Shadow. They are not originally native to the plane; long ago, a mage brought some large spiders with him, and they either escaped or were set free. Over several generations of exposure to the essences of Shadow, the spiders were warped, and Shadow became part of them, granting them additional abilities. They are fairly rare, since most other creatures of Shadow are immune to their Strength drain.

Darkweavers are large (5-6 feet across), and deep charcoal, almost black, in color, with lighter patches of gray placed here and there at random to provide camouflage. They build large webs to trap their prey.

Combat

Darkweavers typically rely on their webs to capture prey, but they are perfectly capable of shooting webbing at a potential victim, or dropping down onto it from above and rendering it helpless with its Strength-draining bite before wrapping it in webbing.

Poison (Ex): Injury, moderate incapacitating; DC 15, onset 2d4 rounds, check time 1d6 minutes; initial effect 1d4 Strength damage, secondary effect 1d6 Strength damage.

Webs (Ex): Darkweaver webs are infused with Shadow energy; they inflict 1 point of Strength damage per round of contact (Fort save DC 15 negates, and protection from negative energy will prevent this). They can be burned, but produce a black cloud of poisonous fumes – everyone within 10 feet of a burning web must make a DC 15 Fort save or take 1d4 points of Strength damage. Sunlight, either natural or magical, immediately dissolves them; they otherwise have a break DC of 23.

Skills: Darkweavers have a +8 racial bonus to Climb and Stealth checks.

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