Kakkuu (Spider-Demon) (CR 7)
AC: 18 (+2 Dex, +6 natural), touch 12, flat-footed 16
Hit Dice: 4d8+4 (22 hp); DR: 10/silver
Fort +5, Ref +6, Will +4
Speed: 40 ft., climb 20 ft.
Space: 5 ft./5 ft.
Base Attack +4; Grapple -1
Attack: Bite +6 melee
Full Attack: Bite +6 melee
Damage: Bite 1d6+1 and poison
Special Attacks/Actions: Spell-like abilities, poison, web, summon demons
Abilities: Str 12, Dex 15, Con 13, Int 4, Wis 11, Cha 11
Special Qualities: SR 8, demon qualities
Feats: Weapon Finesse (bite)
Skills: Climb +7, Hide +15, Listen +6, Move Silently +7, and Spot +6
Advancement: 5-7 HD (Medium-size); 8-12 HD (Large)
Climate/Terrain: Any land and underground
Organization: Pack (2-5), swarm (6-11), or mob (10-20)
Spell-Like Abilities: At will -- darkness, scare, telekinesis, teleport without error (self plus 50 pounds of objects only). These abilities are as the spells cast by a 4th-level sorcerer (save DC 10 + spell level). Poison (Ex): Bite, Fortitude save (DC 13); initial and secondary damage 1d6 temporary Strength.
Web (Ex): Eight times per day a kakkuu 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 13, 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 kakkuu can perform one of the following special tactics with its webs once per round: Sticky Glob: A kakkuu 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 kakkuu reels in its prey at the rate of 20 feet per round. A strand is strong enough to hold the kakkuu and one creature of the same size.
Summon Demons (Sp): Once per day a kakkuu can attempt to summon 1d8 kakkuu with a 35% chance of success.
Demon Qualities (Ex): Immune to poison and electricity; cold, fire, and acid resistance 20.
Telepathy (Su): Kakkuu can communicate telepathically with creatures within 100 feet that speak Abyssal.
The kakkuu's coloration gives it a +8 racial bonus to Hide checks.
The Kakkuu 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).