Lycosidilith (Spider-Demon) (CR 13)
AC: 24 (+1 Dex, +13 natural), touch 11, flat-footed 23
Hit Dice: 10d8+30 (75 hp); DR: 20/magic
Fort +10, Ref +8, Will +8
Speed: 40 ft., climb 20 ft.
Space: 10 ft./5 ft.
Base Attack +10; Grapple +10
Attack: Bite +16 melee, 2 morningstars +13 melee; or 2 claws +15 melee, bite +13 melee; or composite shortbow +10 ranged
Full Attack: Bite +16 melee, 2 morningstars +13 melee; or 2 claws +15 melee, bite +13 melee; or composite shortbow +10 ranged
Damage: Bite 1d6+5 and poison and continuous wounding, morningstar 1d8+2; or claw 1d4+5, bite 1d6+2 and poison and continuous wounding; or composite shortbow 1d6+5
Special Attacks/Actions: Spell-like abilities, poison, continuous wounding, web, summon demons
Abilities: Str 21, Dex 13, Con 16, Int 15, Wis 13, Cha 12
Special Qualities: SR 21, demon qualities
Feats: Multidexterity; Blind-fight; Two-Weapon Fighting; Weapon Focus (bite)
Skills: Climb +23, Concentration +13, Hide +19, Jump +15, Knowledge (any one) +12, Listen +11, Move Silently +11, Search +12, Sense Motive +11, and Spot +11
Advancement: 11-14 HD (Large); 15-30 HD (Huge)
Climate/Terrain: Any land and underground
Organization: Pair or pack (2-5)
Treasure/Possessions: Standard coins; double goods; standard items
Spell-Like Abilities: At will -- alter self, darkness, fear, scare, telekinesis, teleport without error (self plus 50 pounds of objects only); 3/day -- invisibility, mirror image, unholy blight. These abilities are as the spells cast by a 10th-level sorcerer (save DC 11 + spell level).
Poison (Ex): Bite, Fortitude save (DC 18); initial and secondary damage 2d6 temporary Strength.
Continuous Wounding (Ex): A creature bitten by a lycosidilith loses 1 hit point per day per bite as the wound festers into a putrid, tissue destroying 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.
Web (Ex): Eight times per day a lycosidilith 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, non-magical, and cannot be dispelled. The DC for evading or breaking free from the webs is 18, 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 lycosidilith can perform one of the following special tactics with its webs once per round.
- Entangle: Cone, 50 feet, as the entangle spell cast by a 10th-level sorcerer.
- Sticky Glob: A lycosidilith 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 lycosidilith reels in its prey at the rate of 20 feet per round. A strand is strong enough to hold the lycosidilith and one creature of the same size.
- Fear Glob: A lycosidilith can fire a small globe of sticky webbing up to 30 feet away. Any creature hit by this globe must make a successful Will save (DC 18) or flee in terror for 1d6 rounds.
- Glitterdust: A lycosidilith can fire cone of thread, 40 feet long, affects any in the area as by the glitterdust spell cast by a 6th-level sorcerer (save DC 18).
See Invisible (Su): A lycosidilith can continuously see invisible creatures as the spell cast by a 10th-level sorcerer.
Demon Qualities (Ex): Immune to poison and electricity; cold, fire, and acid resistance 20.
Telepathy (Su): Lycosidilith can communicate telepathically with any creature within 100 feet that has a language.
Summon Demons (Sp): Once per day a lycosidilith can attempt to summon 2d10 kakkuu, 1d8 spithriku, 1d4 phisarazu, or 1d2 lycosidiliths with a 50% chance of success.
The lycosidilith's coloration gives it a +8 racial bonus to Hide checks. The lycosidilith gains Two-Weapon Fighting feat as a bonus feat.
The Lycosidilith Spyder-Fiend first appeared in the Rod of Seven Parts Boxed Set (Skip Williams, 1996).
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).