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Laurellien
2011-01-26, 01:00 AM
It occured to me that poor old Miska the Wolf Spider hasn't had a set of stats drawn up for him in ages, so I decided to do some which I may use in the future. He was built out of a combination of the Infernal (ELH), Colossal Monstrous Spider (MM), and his own stats from AD&D (Rod of Seven Parts)

Feedback will be welcome as that is why I have posted him here. Suggestions for challenge rating would also be good.

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Name: Miska the Wolf Spider
Build: Archfiend XL
Size & Type: Huge Outsider (Chaotic, Evil, Tanar’ri)
Hit Dice: 40d8+400 (720)
Initiative: +6
Speed: 90’, Climb 45’
AC: 76 (+6 Dex, -2 size, +34 natural, +4 deflection, +15 Armour, +9 Monk’s Belt)
Touch: 42
Flat-footed: 74
BAB/Grapple: +40/+64
Attack:

4 Front Legs +54/+54/+54/+54 melee
2 Bites +59/+59 melee
4 Back Legs +54/+54/+54/+54 melee
1 Sting +54 melee
And either
Anarchaia +57/+52/+47/+42 melee
Discordia +57/+52/+47/+42 melee
Sceptre of the Abyss +66/+61/+56/+51 melee
Black Blade of Disaster +56/+51/+46/+41/+36 melee touch
Or
4 Claws (if unarmed) +59/+59/+59/+59 melee
Damage:

Front Legs 3d6+14 +5 vile
Back Legs 3d6+14 +5 vile
Claws 4d6+23 +10 vile
Bites 4d8+32 +15 vile +Spell Suck +Venom
Sting 4d8+14 +10 vile +venom
Anarchaia 3d8+19 +3d6 +1 negative level vs. lawful creatures, +3d6 +1 negative level vs. good creatures, +4d6 +death vs. outsiders (air)
Discordia (15-20 x2) 2d6+10 +3d6 acid +3d6 fire +3d6 cold +3d6 electricity +vorpal
Black Blade of Disaster 40d6
Sceptre of the Abyss 3d6+19 vile damage
Space/Reach: 15*15/15
Special Attacks: Improved Grab, Spell Suck, Learned Spell Immunity, Spell-like Abilities, Summon Tanar’ri, Venom (DC: 40, initial: 2d4 Dex & 2d8 Str, secondary: unconsciousness for 2d8 hours), webs, prince of demons
Special Qualities: Fast Healing 15; Regeneration 15; SR 38; DR 35/Epic, good or chaotic; DR 15/Adamantine; immune to polymorphing, petrifaction, energy drain, ability drain, ability damage, mind effecting effects, charms, compulsions, phantasms, patterns and moral effects, electricity, fire, cold, sonic, acid and poison; fire & cold resistance 30; acid resistance 10; nondetection; immune to death by massive damage; Blindsight 500’; Telepathy 1000’; immunity to webs; soul link; ichor; Tremorsense 100’; three heads are better than one
Saves: Fort: +32, Ref: +28, Will: +30
Abilities: Str: 47, Dex: 23, Con: 30, Int: 24, Wis: 26, Cha: 29
Skills: Balance +10, Bluff +32, Climb +20, Concentration +53, Diplomacy +33, Escape Artist +49, Hide +49, Jump +33, Knowledge (Arcana) +50, Knowledge (Planes) +50, Listen +51, Move Silently +53, Knowledge (History) +50, Search +50, Sense Motive +51, Spellcraft +50, Spot +59, Tumble +49
Feats: Power Attack, Cleave, Great Cleave, Combat Reflexes, Multiattack, Improved Multiattack, Multi-Weapon Fighting, Improved Multi-Weapon Fighting, Greater Multi-Weapon Fighting, Dark Speech, Improved Overrun
Epic Feats: Spellcasting Harrier, Perfect Multi-Weapon Fighting
Environment: Infinite Layers of the Abyss (Currently Pandemonium)
Affiliation: Himself
Challenge Rating: 32
Treasure: Ring of Energy Immunity (Fire), Ring of Energy Immunity (Cold), Ring of Energy Immunity (Sonic), Ring of Energy Immunity (Acid), Ring of Ineffable Evil, Ring of Three Wishes, Ring of Elemental Command (Air), Ring of Evasion, Ring of Mettle, Ring of Freedom of Movement, Ring of Absorption (like a Rod of Absorption), Ring of Three Wishes, Amulet of Mighty Fists +5, Monk’s Belt, Bracers of Epic Armour +15
Alignment: Chaotic Evil
Spell-like Abilities:
At Will: Animate dead, blasphemy, blur, charm monster, create undead, create greater undead, darkness, deeper darkness, desecrate, detect good, detect law, detect magic, fear, fireball, greater dispel magic, hold person, greater invisibility, greater magic fang, magic circle against good, major image, overland flight, plane shift, produce flame, project image, polymorph, pyrotechnics, read magic, scrying, suggestion, symbol of death, symbol of fear, symbol of insanity, symbol of pain, symbol of persuasion, symbol of sleep, symbol of stunning, symbol of weakness, symbol of spell-loss, telekinesis, teleport without error, unholy aura, unholy blight, unhallow, wall of fire, haste, righteous wrath of the faithful, plague of undead
3/day: gate, heal, shapechange, astral projection, mirror image
1/day: Fire storm, hell ball, implosion, meteor swarm
Combat Reflexes (Ex): Miska can make one attack of opportunity with each of his natural weapons per round
Improved Grab (Ex): To use this ability, Miska must first hit with a front or back leg attack. If he does, then he may immediately start a grapple as a free action.
Sting (Ex): Miska may only sting foes that he has grappled.
Spell Suck (Su): If Miska bites a foe, the foe loses one of its highest level prepared spells or one of its highest level unused spell slots. The victim chooses the prepared spell to lose. If the victim has no prepared spells or unused spell slots, the bite instead deals two points of intelligence damage.
Learned Spell Immunity (Su): If Miska is affected by a spell cast by a particular spellcaster, he thereafter becomes immune to that particular spell when it is cast by that particular spellcaster.
Summon Tanar’ri (Sp): 4/day, Miska can summon 1 Klurichir, or 1d3-1 Balors, or 1d3 Molydei, or 1d4 Raklupis, or 1d6 Lycosidiliths, or 1d8 Phisarazu, or 2d6 Spithriku, or 3d6 Kakkua with a 100% chance of success. This is a conjuration (summoning) effect with a duration of 6 hours.
Regeneration (Ex): Miska takes normal damage from good or law-aligned weapons that are epic.
Webs (Ex): Miska’s bulbous abdomen is equipped with spinnerets that can produce strands of silk. Miska usually does not spin webs like an ordinary spider, but can instead use his silk 1/round in various ways:
• Miska can create a silk rope that extends up to 180’ a round, and can support up to 20 tonnes.
• Miska can create a network of strands that allow him to move in three dimensions. He can fill a 100’ cube in such a way in 1 minute.
• Miska can throw out his silk over a distance of 180’ to bridge gaps.
• Miska suffers no falling damage if there is a surface within 180’ that is strong enough to anchor his silk.
• If a victim is immobilised by his venom, Miska can bind the victim with his spinnerets. This process takes 3 rounds during which Miska can act normally but not use his spinnerets or two of his back claws for anything else. Bound victims who recover consciousness can attempt to get free with either a DC 48 strength check or a DC 40 escape artist check. For each failed check, the DC for both is increased by 2 (to a maximum of DC 68 for the strength check and DC 60 for the escape artist check).
• As a standard action Miska can throw a web. This is similar to an attack with a net, but has a maximum range of 180’ and a range increment of 30’, and is effective against gargantuan or smaller targets. Entangled creatures can escape it with a successful escape artist check (DC 40) or a successful strength check (DC 48). The save DCs are constitution based and the strength check DC includes a +8 racial bonus.
• Miska can create a sheet of sticky webbing from 5-100 square feet. He can use this to snare creatures. Approaching creatures must succeed on a DC 20 spot check (if they can see invisibility) to notice the web; otherwise they stumble into it and become trapped as if they had been hit by a successful web attack. Attempts to escape this sort of web get a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5’ section has 30 HP and Damage reduction 10/lawful and good. Miska can move across his own web at his climb speed without risk of becoming entangled and can pinpoint the location of any creature touching a web he is on.
• Miska can shoot a spray of webbing from his body that creates an entangle effect (CL 21st) in a 50’ cone. This effect remains for up to 1 week, or until burned away.
• Miska can fire a ball of sticky silk connected to him by a fine thread up to 180’ away. This is a ranged touch attack that if it hits, attaches the ball to the target. Miska can then use touch spells against the target without provoking an attack of opportunity or having to role to hit. The strand has 10 HP and DR 5/lawful and good.
• 1/round, Miska can fire an iridescent mess of silken strands. The webs can blind opponents and reveal invisible creatures just like a glitterdust spell. The range is 180’.
• 5/day, Miska can create a waterproof globe of silk as a move-equivalent action. He typically fills these with his own venom. When thrown or dropped, the globes burst, filling an area 15’ in diameter with a poisonous mist. Creatures within the mist must save vs. poison or become blinded, deafened and mute for 3d4 rounds as well as suffering 10d6 points of acid damage. If the save succeeds, the victim still suffers 5d6 points of acid damage, plus slurred speech and short-sightedness for 1d4 rounds. During this time, the victim has a -2 penalty on all missile attacks and any spell he casts has a 20% chance to fail outright if it has a verbal component. When filled with liquid, the globes can be thrown up to 30’. They are very fragile and tend to burst if handled roughly. He generally carries his globes attached to his back with bits of sticky webbing. The globes become brittle eventually if not used, bursting on their own after 1d6+18 hours.
Miska’s silk is invisible as the spell. If it snares a victim, then it becomes visible in its entirety.
Miska’s silk is resistant to fire, and there is only a 20% chance that any attempt to ignite it will succeed.
Miska cannot be trapped by webs of any kind.
Miska retains the ability to use his spinnerets, even if altered by shapechanging magic.
Prince of Demons: All of Miska’s natural attacks and any attacks made by him with manufactured weapons count as magic, epic, evil-aligned and chaotic-aligned for the purposes of damage reduction. Additionally, all of his natural attacks deal a certain amount of vile damage as indicated above.
Nondetection: The gods of law have done much to hide Miska. No magical effect can determine his location at any time.
Soul Link: When Miska was banished by the Rod of Law, part of his soul was absorbed by the rod. While the rod survives, Miska cannot be permanently killed, and he will return to life 1d10 days after his apparent death. Until he is slain finally, his magic items crumble to dust upon his death, reforming on his living body only when he returns to life.
Miska can only be killed finally when he is reunited with the portion of his soul within the Rod of Law, which happens under any one of the following sets of circumstances:
• The Rod of Law has been destroyed
• Miska grasps the rod fully for 1 round in two of his hands
• The resurrection power of the rod is used upon Miska
Miska can use the Rod of Law without any of the usual penalties for a chaotic evil character, his soul is bound up into this artefact, and he can fully utilise its powers.
If Miska is ever reunited with the portion of his soul within the Rod of Law, then he gains the ability to cast spells as a 20th level Sorcerer.
Ichor (Su): Miska’s blood is the raw stuff of the Abyss itself. If he takes more than 20 points of damage (past his damage reduction) from a single slashing or piercing attack, then the creature is hit by a single beam of prismatic spray (as the spell) with a save DC of 40
Three Heads Are Better Than One (Ex): Miska has three heads that work together in perfect harmony. Miska can take 3 times as many actions in one round as he could normally. He can still only make one full attack.
Magic Items:
• Anarchaia: +1 Anarchic Power, Unholy Power, Outsider (Dread), Ghost Touch Bastard Sword.
• Discordia: +1 Keen, Vorpal, Ghost Touch, Acidic Blast, Fiery Blast, Frost Blast, Shocking Blast, Scimitar.
• Black Blade of Disaster: The Black Blade of Disaster is a Planar Rift about 6’ long that was created when Miska was banished. It appears as an ebony crack in the universe with a demonic skull upon its hilt. The wielder may make his full number of regular attacks with the sword, but needs to only hit the target’s touch AC. If he hits, then the target must make a fortitude save (DC 30) or take 40d6 points of damage. On a successful save, the target only takes 5d6 points of damage. The blade is a tear in the fabric of the universe, and if it reduces a target to below 0 HP, then that target is torn from the universe, and may only be brought back with the direct intervention of a deity. The blade destroys any magical barriers that it touches (apart from the barrier of law created at the same time as the blade), and continues to function in anti-magic fields. The Black Blade can only be destroyed by casting it into the Wells of Darkness.
• Sceptre of the Abyss: This sceptre is an ancient badge of office for the Prince of Demons. Held by Obox-ob, it was stolen from him by the Queen of Chaos and given to Miska, but vanished with him when he disappeared. The rod functions as a +10 heavy mace that deals vile damage. In addition, the bearer gains the ability to instantly teleport to any location in the Abyss, at will, without any chance of error. The rod also grants powers over tanar’ri. 5/day, the bearer can cast a true domination spell (DC 54) targeted on any demon or creature descended from a demon.

Debihuman
2011-01-31, 10:50 AM
I would think Miska would have a hard time attacking with all its legs at the same time. I suggest that you modify the attack to show either front legs or back legs but not both at the same time.

Will look at this some more...


Your attack lines are a mess. I realize that Miska has a lot of choices when it comes to attacking but I think you could simplify it. Monsters normally do not get iterative attacks when using their natural weapons. I'm not sure that I agree that Miska should get 3 times as many attacks due to having 3 heads. That's not canon and it seriously makes the attack lines more difficult.


Attack: 4 Front Legs +54 melee (3d6+14 plus 5 vile) or 4 Rear Legs +54 melee (3d6+14 plus 5 vile) and 2 Bites +59 melee (4d8+32 plus 15 vile plus Spell Suck plus Venom) and 1 Sting (4d8+14 plus 10 vile plus venom) and 4 claws +59 melee (4d6+32 plus 10 vile) or by weapon, etc.

Needs 3 more feats.

Debby