Miska (The Wolf Spider) (CR 55)
Large Outsider (Chaotic and Evil)
Alignment: Always chaotic evil
Initiative: +6 (+2 Dex, +4 Improved Initiative); Senses: darkvision 120 ft., Listen +24, and Spot +24
Languages: Abyssal, Celestial, Draconic, Infernal, and at least two other languages, telepathy
AC: 31 (-1 size, +2 Dex, +20 natural), touch 11, flat-footed 29
Hit Dice: 24d8+168 (276 hp); DR: 30/magic
Fort +21, Ref +16, Will +18
Speed: 50 ft., climb 30 ft.
Space: 5 ft./10 ft.
Base Attack +24; Grapple +41
Attack: 4 slams +37 melee, 2 bites +35 melee; or +3 scimitar of speed +40/+40 melee, +5 scimitar of disintegration +40 melee, 2 +3 morningstars +38 melee, 2 bites +35 melee
Damage: Slam 1d8+14, bite 1d8+3 1d8+7 and poison; or +3 scimitar of speed 1d6+17, +5 scimitar of disintegration 1d6+12, +3 morningstar 1d8+10, bite 1d8+7 and poison
Special Attacks/Actions: Spell-like abilities, summon demons, poison, web, acidic blood
Abilities: Str 39, Dex 15, Con 25, Int 20, Wis 18, Cha 20
Special Qualities: SR 28, freedom of movement, demon qualities, sound imitation, regeneration 10
Feats: Blind-fight; Cleave; Great Cleave; Improved Initiative; Multiattack; Multidexterity; Multiweapon Fighting; Power Attack
Skills: Bluff +20, Climb +27 (+38)*, Concentration +34, Diplomacy +32, Gather Information +24, Intimidate +29, Knowledge (arcana) +27 (+32)*, Knowledge (planes) +27 (+32)*, Knowledge (religion) +27 (+32)*, Listen +24, Move Silently +17, Search +20 (+25)*, Sense Motive +24, Spellcraft +15 (+20)*, and Spot +24
Advancement: By character class
Climate/Terrain: Any land and underground
Organization: Solitary
Treasure/Possessions: None plus +3 scimitar of speed, +5 scimitar of disintegration, and two +3 morningstars
Source:
Converted
Spell-Like Abilities: At will -- blasphemy, deeper darkness, desecrate, detect good, detect law, fear, greater dispelling, pyrotechnics, read magic, suggestion, symbol (any), telekinesis, teleport without error (self plus 50 pounds of objects only), tongues (self only), unhallow, unholy aura, unholy blight; 3/day -- slow, shapechange; 1/day -- implosion. These abilities are as the spells cast by a 20th-level sorcerer (save DC 15 + spell level).
Poison (Ex): Bite, Fortitude save (DC 29); initial damage 2d6 temporary Dexterity, secondary damage 2d6 temporary Dexterity.
Acidic Blood (Ex): When Miska is struck by a piercing or slashing weapon for 10 points of damage or more, the attacker must succeed at a Reflex save (DC 29) or die from the poisonous blood that sprays from the wound. Even if save is successful, the attacker suffers 2d6 points of damage from the caustic properties of the ichor.
Web (Ex): Every 1d4 rounds Miska can shoot webs from his abdomen. This attack is like a web spell, with a few exceptions. The range is 30 feet, and the webs are permanent, non-magical, and cannot be dispelled. The DC for evading or breaking free from the web is 29, and there is a 75% chance that the webbing won't burn if any sort of fire is applied to it (check each round).
Freedom of Movement (Ex): Miska cannot be trapped in webs of any kind, magical or normal.
Sound Imitation (Ex): Miska can mimic any sound or voice. Will save (DC 27) to detect.
Summon Demons (Sp): Twice per day Miska can automatically summon 1d2 bebiliths, two balors, two marilith, or two glabrezu.
Regeneration (Ex): While the Rod exists Miska cannot be slain, even by a miracle or wish. As long as the Rod of Seven Parts exists, no form of attack does normal damage to him. Miska regenerates even if slain with death magic or disintegrated. These attack forms merely reduce him to -10 hit points. He is immune to effects that produce incurable or bleeding wounds, such as a sword of wounding, mummy rot, or a clay golem's wound ability. If slain, his weapons disappear, and he reforms (with his weapons) in 1d10 minutes. Lost limbs regrow in 1d6 minutes. Miska can reattach severed limbs immediately by holding it to the stump. If Miska regains his essence, he may be slain as any other demon, though the would-be slayers must contend with his increased powers.
Scimitar of Disintegration: Any lawful creature struck by this scimitar must succeed at a Fortitude save (DC 19) or be destroyed as if by a disintegrate spell.
Scimitar of Abiliies: Miska gains one extra attack at his full attack bonus with this weapon each round.
Demon Qualities (Ex): Immune to poison and electricity; cold, fire, and acid resistance 20.
Telepathy (Su): Miska can communicate telepathically with any creature within 100 feet that has a language.
Notes On Miska
Miska is currently trapped in a prison on the plane of Pandemonium. Once reunited with the Rod of Seven Parts, the bubble of Law that binds him will weaken enough for him to break free, and take his place as general of the armies of Chaos.
Miska was first mentioned in the Dungeon Master's Guide (Gary Gygax, 1979) and was fully detailed in the Rod of Seven Parts boxed set (Skip Williams, 1996).
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).