Myrlochar (CR 4)

Medium Outsider (Chaotic, Evil, and Extraplanar)
Alignment: Always chaotic evil
Initiative: +4 (Improved Initiative); Senses: blindsight 60 ft., Listen +12, and Spot +24


AC: 16 (+6 natural), touch 10, flat-footed 16
Hit Dice: 6d8+6 (33 hp)
Fort +6, Ref +5, Will +6
Speed: 20 ft., climb 40 ft.
Space: 5 ft./5 ft.
Base Attack +6; Grapple +7
Attack: Bite +7 melee, 2 legs +2 melee
Full Attack: Bite +7 melee, 2 legs +2 melee
Damage: Bite 1d6+1 plus special, leg 1d6
Special Attacks/Actions: Hit point drain
Abilities: Str 12, Dex 11, Con 12, Int 12, Wis 13, Cha 11
Special Qualities: silence, immunities, levitate, SR 13
Feats: Alertness; Improved Initiative; Track
Skills: Balance +11, Climb +18, Hide +13, Jump +12, Knowledge (religion) +10, Listen +12, Spot +24, and Survival +10
Advancement: 7-12 HD (Medium-size)
Climate/Terrain: Any land
Organization: Solitary or hunting pack (2-12)
Treasure/Possessions: None

Source: Monster Compendium: Monsters of Faerûn

Hit Point Drain (Su): The magical bite of a soul spider has a 1 in 6 chance of draining 1 hit point from the victim permanently transferring that hit point to the spider. This hit point is part (not in addition to) the normal 1d8+1 points of damage dealt by the bite. Also, the spider's bite can have one of two other effects: hold person (duration 4 rounds) or reverse gravity (targeting the victim only, and also lasting 4 rounds). Whichever effect the spider chooses, the victim can make a Will save (DC 13) to avoid the effect.

Silence (Ex): Soul spiders move in complete silence. They cannot be heard if they do not wish to be.

Immunities (Ex): Myrlochars are immune to webs (they cannot be caught in a spider's web or a web spell), poison, sleep, charms, compulsions, phantasms, and morale effects.

Levitate (Su): Myrlochars can levitate at a vertical speed of 20 feet. They can use this ability to slow themselves when falling or leaping, equivalent to a feather fall spell.

Skills: Like normal hunting spiders, myrlochars have racial bonuses of +4 on Hide checks, +6 on Jump checks, and +12 on Spot checks.

Chaotic Subtype

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).

Evil Subtype

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).

Extraplanar Subtype

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.