Spithriku (Spider-Demon) (CR 10)
Medium Outsider (Chaotic and Evil)
Alignment: Always chaotic evil
Initiative: +2 (Dex); Senses: darkvision 60 ft., Listen +10, and Spot +10
Languages: Telepathy 100 ft.
AC: 20 (+2 Dex, +8 natural), touch 12, flat-footed 18
Hit Dice: 7d8+14 (45 hp); DR: 10/silver
Fort +6, Ref +7, Will +5
Speed: 40 ft., climb 20 ft.
Space: 5 ft./5 ft.
Base Attack +7; Grapple +2
Attack: Bite +9 melee
Full Attack: Bite +9 melee
Damage: Bite 1d6+1 and poison
Special Attacks/Actions: Spell-like abilities, poison, web, summon demons
Abilities: Str 12, Dex 15, Con 14, Int 10, Wis 11, Cha 11
Special Qualities: SR 12, see invisible, demon qualities
Feats: Blind-fight; Weapon Finesse (bite)
Skills: Climb +11, Hide +10, Jump +11, Listen +10, Move Silently +9, Search +8, Sense Motive +9, and Spot +10
Advancement: 8-10 HD (Medium-size); 11-21 HD (Large)
Climate/Terrain: Any land and underground
Organization: Pack (2-5) or swarm (6-11)
Spell-like Abilities: At will -- darkness, fear, scare, telekinesis, teleport without error (self plus 50 pounds of objects only). These abilities are as the spells cast by a 7th-level sorcerer (save DC 10 + spell level).
Poison (Ex): Bite, Fortitude save (DC 15); initial and secondary damage 1d6 temporary Strength.
Web (Ex): Eight times per day a spithriku 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 15, 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 spithriku 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 7th-level sorcerer.
- Sticky Glob: A spithriku 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 spithriku reels in its prey at the rate of 20 feet per round. A strand is strong enough to hold the spithriku and one creature of the same size.
- Fear Glob: A spithriku 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 15) or flee in terror for 1d6 rounds.
See Invisible (Su): A spithriku can continuously see invisible creatures as the spell cast by a 7th-level sorcerer.
Demon Qualities (Ex): Immune to poison and electricity; cold, fire, and acid resistance 20.
Telepathy (Su): Spithriku can communicate telepathically with any creature within 100 feet that has a language.
Summon Demons (Sp): Once per day a spithriku can attempt to summon 2d8 kakkuu or 1d4 spithriku with a 35% chance of success.
The spithriku's coloration gives it a +8 racial bonus to Hide checks.
The Spithriku 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).