Aspect of Lolth (CR 11)
AC: 21 (-1 size, +4 Dex, +8 natural), touch 13, flat-footed 17
Hit Dice: 14d8+42 (105 hp); DR: 5/epic
Fort +12, Ref +13, Will +17
Speed: 40 ft., climb 20 ft.
Space: 10 ft./10 ft.
Base Attack +14; Grapple +21
Attack: Bite +18 melee
Full Attack: Bite +18 melee
Damage: Bite 1d8+6/19-20 plus poison
Special Attacks/Actions: Poison
Abilities: Str 16, Dex 18, Con 17, Int 27, Wis 26, Cha 23
Special Qualities: SR 25
Feats: Blind-fight; Improved Critical (bite); Weapon Finesse; Weapon Focus (bite); Weapon Specialization (bite)
Skills: +10 on other planes), +12 following tracks on other planes, Appraise +25, Balance +21, Bluff +23, Climb +28, Craft (alchemy) +25, Diplomacy +10, Disguise +23 (+25 acting), Escape Artist +21, Intimidate +25, Jump +24, Knowledge (history) +25, Knowledge (religion) +25, Knowledge (the planes) +25, Listen +25, Search +25, Sense Motive +25, Spot +25, Survival +8 (+10 following tracks, and Use Rope +4 (+6 binding)
Climate/Terrain: The Infinite Layers of the Abyss
An aspect of Lolth's natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.
Poison (Ex): Injury Fortitude DC 20, initial and secondary damage 1d10 Str. The DC is Constitution-based.
A subtype usually applied only to outsiders native to the chaotic-aligned Outer Planes. Most creatures that have this subtype also have chaotic alignments; however, if their alignments change they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a chaotic alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the chaotic subtype overcomes damage reduction as if its natural weapons and any weapons it wields were chaotic-aligned (see Damage Reduction).
A subtype usually applied only to outsiders native to the evil-aligned Outer Planes. Evil outsiders are also called fiends. Most creatures that have this subtype also have evil alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has an evil alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the evil subtype overcomes damage reduction as if its natural weapons and any weapons it wields were evil-aligned (see Damage Reduction).
A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.
Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.