Hellchain Weaver (CR 13)
Gargantuan Outsider (Evil, Extraplanar, and Lawful)
Alignment: Always lawful evil
Initiative: +4 (Dex); Senses: darkvision 60 ft., tremorsense 60 ft., Listen +20, and Spot +28
AC: 26 (+4 Dex, -4 size, +16 natural), touch 10, flat-footed 26
Hit Dice: 14d8+112 (175 hp); DR: 10/silver or good
Fort +17, Ref +13, Will +12
Speed: 30 ft., climb 50 ft.
Space: 20 ft./20 ft.
Base Attack +14; Grapple +35
Attack: Chain +19 melee
Full Attack: 4 chains +19 melee
Damage: Chain 2d6+9, 17-20
Special Attacks/Actions: Grinder, improved grab, pounce, rasping metal
Abilities: Str 28, Dex 18, Con 27, Int 6, Wis 16, Cha 15
Special Qualities: immunity to cold, iron web, regeneration 5, SR 24
Feats: Cleave; Combat Reflexes; Great Cleave; Improved Critical (chain); Power Attack
Skills: Climb +20, Hide +13, Jump +30, Listen +20, Move Silently +22, Search +15, Spot +28, and Survival +20
Advancement: 14-28 HD (Gargantuan); 29-42 HD (Colossal)
Climate/Terrain: Nine Hells of Baator
Grinder (Ex): If a hellchain weaver successfully grapples with an opponent and drags the opponent into its square, the spinning razors and wires flay the hapless victim, automatically dealing 1d6+9 points of slashing damage per round the grapple is maintained.
While an opponent is caught in the grinder, the hellchain weaver can forgo additional attacks of the captured opponent with its chains, using the to attack others. A hellchain weaver can grapple to a Medium, 8 Small, 32 Tiny, or 128 Diminutive or smaller opponents in this way. When a hellchain weaver has its maximum number of opponents trapped, it can no longer grapple others without releasing a captured opponent.
Improved Grab (Ex): To use this ability, a hellchain weaver must hit with its chain attack. It can then attempt to start a grapple as a free action. If it wins the ensuing grapple check, it establishes a hold and may use its grind ability.
Pounce (Ex): If a hellchain weaver charges, it can make a full attack in the same round.
Rasping Metal (Su): At will as a free action, a hellchain weaver can cause its whirling blades to scratch against each other, producing an unholy din. The hideous racket seems to whisper words of despair and agony. All within 30 feet who can hear the rasping metal must make a DC 19 Fortitude save or be deafened for 1d4 hours; grappled foes automatically fail their saves. This save DC is Charisma-based.
This noise makes all Listen checks within 100 feet (except those trying to hear the hellchain weaver) suffer a -20 circumstance penalty. Hellchain weavers are immune to this effect but still take the Listen penalty.
Iron Webs (Ex): Hellchain weavers can spin webs made entirely from chains, forming bridges, walls, or ladders, creating five 10 foot by 10 foot sections of chain each round. These chains can be used to bind helpless opponents. Those bound in this chains can escape with a DC 25 Escape Artist check, although each attempt deals 2d6 points of damage. Scaling these chains requires a successful DC 20 Climb check. Failing this check by 5 or more deals 2d6 points of damage from the razor sharp barbs.
Regeneration: Hellchain weavers take normal damage from silvered weapons, good-aligned weapons, and spells or effects with the chaotic descriptor. A hellchain weaver that loses a piece of its body in 2d6x10 minutes. Holding the severed member against the stump enables it to reattach instantly.
Skills: Hellchain weavers have a +4 racial bonus on Hide checks, a +8 racial bonus on Climb and Spot checks and a +10 racial bonus on Jump checks. A hellchain weaver always choose to take 10 on Climb checks even if rushed or threatened.
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.
A subtype usually applied only to outsiders native to the lawful-aligned Outer Planes. Most creatures that have this subtype also have lawful 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 lawful alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the lawful subtype overcomes damage reduction as if its natural weapons and any weapons it wields were lawful-aligned (see Damage Reduction).