D&D 3E/3.5 Spider-Demons for 3.5

andargor

Rule Lawyer Groupie
Supporter
Here's my first try for a creature conversion. The Kakkuu and Raklupis Spider-Demons. I have the Word document versions, if they are required.

Andargor


KAKKUU (Spider Demon)
Medium Outsider (Chaotic, Extraplanar, Evil)
Hit Dice: 4d8+4 (22 hp)
Initiative: +2
Speed: 40 ft. (8 squares), climb 20 ft
Armor Class: 18 (+2 Dex, +6 natural), touch 12, flat-footed 16
Base Attack/Grapple: +4/+6
Attack: Bite +6 melee (1d6+1 and poison)
Full Attack: Bite +6 melee (1d6+1 and poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities, poison, web, sticky glob, summon
demons
Special Qualities: Damage reduction 5/cold iron or good, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 13, telepathy 100 ft.
Saves: Fort +5, Ref +6, Will +4
Abilities: Str 12, Dex 15, Con 13, Int 4, Wis 11, Cha 11
Skills: Climb +7, Hide +15, Listen +6, Move Silently +7, Spot +6
Feats: Weapon Finesse
Environment: Any land and underground
Organization: Pack (2-5), swarm (6-11), or mob (10-20)
Challenge Rating: 7
Treasure: None
Alignment: Always chaotic evil
Advancement: 5-7 HD (Medium-size); 8-12 HD (Large)
Level Adjustment: --

The kakkuu are the weakest and least intelligent of the spider-demons. They are very animalistic and behave much like ordinary giant spiders. Most other spider-demons use the kakkuu to do their bidding.
They appear as 5-foot long spiders with bloated bodies and mangy, filthy wolf heads. They communicate with each other using a series of snarls, barks, and growls, or telepathy.

COMBAT
A favorite tactic of a kakkuu is to lie in wait on a ledge or outcropping waiting for its foe to pass underneath. When its opponent comes into range, it drops a sticky strand of webbing attempting to catch the creature and reel it in where it can bite and inject its poison.
Spell-Like Abilities: At will-darkness (DC 14), scare (DC 14), telekinesis (DC 17), and greater teleport (DC 19) (self plus 50 pounds of objects only). These abilities are as the spells cast by a 4th-level caster. Save DCs are Charisma-based.
Poison (Ex): Bite, Fortitude save (DC 13); initial and secondary damage 1d6 temporary Strength. The save DC is Constitution-based.
Web (Ex): Eight times per day a kakkuu shoot a web from its abdomen. This attack is like a web spell, with a few exceptions. The range is 50 feet, and the webs are permanent, nonmagical, and cannot be dispelled. The DC for evading or breaking free from the webs is 17, and there is a 75% chance that the webbing won't burn if any sort of fire is applied to it (check each round). The save DC is Constitution-based.
The kakkuu can perform one of the following special tactics with its webs once per round.
Sticky Glob: A kakkuu can create an adhesive glob of silk about the size of a human fist. The creature will usually perch on a ledge and lower this glob to a range of 50 feet, swinging it as a pendulum. When a creature is hit (or touches the glob) it becomes stuck to the strand and the kakkuu reels in its prey at the rate of 20 feet per round.
A strand is strong enough to hold the kakkuu and one creature of the same size.
Summon Demons (Sp): Once per day a kakkuu can attempt to summon 1d8 kakkuu with a 35% chance of success.
Skills: The kakkuu's coloration gives it a +8 racial bonus to Hide checks.


The Kakkuu Spyder-Fiend first appeared in the Rod of Seven Parts Boxed Set (Skip Williams, 1996).



RAKLUPIS (Spider Demon)
Large Outsider (Chaotic, Extraplanar, Evil)
Hit Dice: 12d8+36 (90 hp)
Initiative: +1
Speed: 40 ft. (8 squares), climb 20 ft
Armor Class: 26 (-1 size, +1 Dex, +15 natural, +1 two-weapon defense), touch 11,
flat-footed 25
Base Attack/Grapple: +12/+24
Attack: Bite +20 melee (1d6+8 plus poison and improved continuous ounding) or morningstar +19 melee (1d8+8) or composite shortbow +12 ranged (1d6+8/X3)
Full Attack: Bite +20 melee (1d6+8 plus poison and improved continuous wounding) and 2 morningstars +17 melee (1d8+4); or bite +20 melee (1d6+8 plus poison and improved continuous wounding) and 2 claws +17 melee (1d4+4); or 2 morningstars +19/+17/+14/+9 melee (1d8+8); or composite shortbow +12 ranged (1d6+8/X3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Spell-like abilities, poison, improved continuous wounding, haunting chant, web, summon demons
Special Qualities: Damage reduction 10/cold iron or good, darkvision 60 ft., see invisible, spell resistance 21, telepathy 100 ft.
Saves: Fort +11, Ref +9, Will +11
Abilities: Str 27, Dex 13, Con 16, Int 18, Wis 16, Cha 16
Skills: Climb +28, Concentration +15, Diplomacy +15, Hide +22, Jump +20,
Knowledge (any two) +16, Listen +15, Move Silently +13, Search +16, Sense Motive +15, Spot +15
Feats: Blind-Fight, Multiattack, Power Attack, Two-Weapon Defense, Two-Weapon Fighting, Weapon Focus (bite)
Environment: Any land and underground
Organization: Solitary
Challenge Rating: 15
Treasure: Standard coins; double goods; standard items
Alignment: Always chaotic evil
Advancement: 13-17 HD (Large); 18-36 HD (Huge)
Level Adjustment: --

The raklupis serve the Queen of Chaos as her generals and advisors. Two stand in for Miska the Wolf-Spider in his absence. About a dozen or so are scattered throughout the planes searching for the Rod of Seven Parts.
The raklupis appears as a 10-foot long, sleek, spider with a hard, smooth shell covering its abdomen and back. The creature's wolf head is covered with fur, and a triple row of sharp looking spines runs down the back of the neck to the spider body.
The fur is black or gray, and the shell and spines can be almost any color and are always vividly marked with swirls, bands or spots of contrasting colors. Two humanoid arms jut from the base of the wolf neck. The arms are covered in tufts of dark hair.

COMBAT
Raklupis readily employ all manner of weapons in combat, favoring the morningstar or flail above others. They, like their cousins, are masters of ambush, and will usually begin combat by hurling a glob of venom at their foes.
Spell-Like Abilities: At will-alter self, darkness, fear (DC 23), scare (DC 21),
telekinesis (DC 24), and greater teleport (DC 26) (self plus 50 pounds of objects only); 3/day-invisibility, mirror image, shapechange, and unholy blight (DC 23).
These abilities are as the spells cast by a 12th-level caster. Save DCs are Charisma-based.
Poison (Ex): Bite, Fortitude save (DC 19); initial and secondary damage 2d6
temporary Strength. The save DC is Constitution-based.
Improved Continuous Wounding (Ex): A creature bitten by a raklupis loses 1 hit point per hour per bite as the wound festers into a putrid, tissue estroying sore. The hit point loss can be stopped by casting neutralize poison. The lost hit points cannot be cured normally or magically until neutralize poison has been cast to stop the loss.
Haunting Chant (Su): 3/day-all within 30 feet are affected as by mass charm monster cast by a 12th-level caster (save DC 25). The save DC is Charisma-based.
Web (Ex): Eight times per day a raklupis shoot a web from its abdomen. This attack is like a web spell, with a few exceptions. The range is 50 feet, and the webs are permanent, nonmagical, and cannot be dispelled. The DC for evading or breaking free from the webs is 22, and there is a 75% chance that the webbing won't burn if any sort of fire is applied to it (check each round). The save DC for the raklupis' Web and the special tactics is Constitution-based.
The raklupis can perform one of the following special tactics with its webs once per round.
Entangle: Cone, 30 feet, as the entangle spell cast by a 12th-level caster (save DC 20).
Sticky Glob: A raklupis can create an adhesive glob of silk about the size of a human fist. The creature will usually perch on a ledge and lower this glob to a range of 50 feet, swinging it as a pendulum. When a creature is hit (or touches the glob) it becomes stuck to the strand and the raklupis reels in its prey at the rate of 20 feet per round.
A strand is strong enough to hold the raklupis and one creature of the same size.
Fear Glob: A raklupis can fire a small glob of sticky webbing up to 30 feet away. Any creature hit by this globe must make a successful Will save (DC 23) or flee in terror for 1d6 rounds.
Glitterdust: A raklupis can fire cone of thread, 60 feet long, affects any in the area as by the glitterdust spell cast by a 6th-level caster (save DC 21).
Blindness/Deafness Glob: Glob of poison filled webbing, 30-foot range, bursts in a 20-foot radius. Those that fail a Fortitude save (DC 21) are affected as by blindness and deafness for 1d6 rounds.
See Invisible (Su): A raklupis can continuously see invisible creatures as the spell cast by a 12th-level caster.
Summon Demons (Sp): Once per day a raklupis can attempt to summon 2d10 kakkuu, 1d8 spithriku, 1d4 phisarazu, 1d2 lycosidiliths or raklupis with a 50% chance of success.
Skills: The raklupis' coloration gives it a +8 racial bonus to Hide checks.
Feats: The raklupis gains the Two-Weapon Defense and Two-Weapon Fighting feats as bonus feats.


The Raklupis Spyder-Fiend first appeared in the Rod of Seven Parts Boxed Set (Skip Williams, 1996).
 
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split this into a thread of its own - in the Overhaul Project thread we are working as a group effort. :) don't want to discourage independent work though, as we will incorporate it later...
 

Kakkuu:

I think Grapple is +5.

Those Spell DCs don't look right. For example, Scare is a second level spell, and Charisma modifier = 0. So DC = 10 + 2 + 0 = 12, not 14.

It should have 2 feats.

CR 7 seems a tad high for this creature.
 

BOZ said:
split this into a thread of its own - in the Overhaul Project thread we are working as a group effort. :) don't want to discourage independent work though, as we will incorporate it later...

Ah! I was looking for my post. :D

Andargor
 

robjh said:
Kakkuu:

I think Grapple is +5.

Those Spell DCs don't look right. For example, Scare is a second level spell, and Charisma modifier = 0. So DC = 10 + 2 + 0 = 12, not 14.

It should have 2 feats.

CR 7 seems a tad high for this creature.

Thanks for the critique. Isn't grapple BAB + STR + Size Mod? In this case 4 + 2 + 0 = 6?

EDIT: Boy I'm dumb, 12 = +1. Grapple is +5...

You are probably right on the DCs: I calculated them like magic items (minimum stat and all). I will review.

Andargor
 
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