Choldrith (CR 4)

Large Aberration
Alignment: Always chaotic evil
Initiative: +3 (Dex); Senses: darkvision 60 ft.
Languages: Undercommon and Abyssal


AC: 19 (-1 size, +3 Dex, +7 natural), touch 12, flat-footed 16
Hit Dice: 4d8+12 (30 hp)
Fort +4, Ref +6, Will +7
Speed: 30 ft., climb 20 ft.
Space: 10 ft./5 ft.
Base Attack +3; Grapple +11
Attack: Bite +6 melee
Full Attack: Bite +6 melee
Damage: Bite 2d4+6 plus poison
Special Attacks/Actions: Poison, spell-casting, web
Abilities: Str 19, Dex 16, Con 17, Int 15, Wis 16, Cha 14
Special Qualities: Spell-like abilities, SR 13
Feats: Combat Casting; Lightning Reflexes
Skills: Balance +8, Climb +16, Concentration +8, Jump +9, Knowledge (religion) +9, and Spellcraft +6
Advancement: By character class
Climate/Terrain: Underground
Organization: Tribe (2-5 plus 10-60 chitines)
Treasure/Possessions: Standard

Source: Monster Compendium: Monsters of Faerûn

Poison (Ex): Those hit by a choldrith's bite attack must succeed Fortitude save (DC 13) or be injected with poison. The initial damage is paralysis, and the secondary damage is 2d4 points of temporary Constitution damage.

Spellcasting: Choldriths have the spellcasting ability of 4th-level clerics, with access to the Chaos, Evil, and Protection domains.

Web (Su): Choldriths spin webs as monstrous spiders. They can cast a web eight times a day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets of Medium-size or smaller (see Net for details on net attacks). The web anchors the target in place, allowing no movement.

An entangled creature can escape with a successful Escape Artist check (DC 26) or burst it with a Strength check (DC 32). Both are standard actions. The web has 12 hit points. See the Monstrous Spider entry in the Monster Manual for more information about webs.

Spell-Like Abilities (Sp): Lolth bestows two innate abilities on her choldrith children: darkness and bless. A choldrith can use each power twice per day.

Choldriths prefer to remain behind a living shield of chitine warriors, using their cleric spells to aid their allies and destroy their enemies. Opponents who break through the line of chitines face choldrith's poisonous bite.