Raklupis (Spider-Demon) (CR 15)

Large Outsider (Chaotic and Evil)
Alignment: Always chaotic evil
Initiative: +1 (Dex); Senses: darkvision 60 ft., see invisible, Listen +15, and Spot +15
Languages: Telepathy 100 ft.


AC: 26 (+1 Dex, +15 natural), touch 11, flat-footed 25
Hit Dice: 12d8+36 (90 hp); DR: 30/good silver
Fort +11, Ref +9, Will +11
Speed: 40 ft., climb 20 ft.
Space: 10 ft./5 ft.
Base Attack +12; Grapple +12
Attack: Bite +19 melee, 2 morningstars +16 melee; or 2 claws +18 melee, bite +16 melee; or composite shortbow +12 ranged
Full Attack: Bite +19 melee, 2 morningstars +16 melee; or 2 claws +18 melee, bite +16 melee; or composite shortbow +12 ranged
Damage: Bite 1d6+8 and poison and improved continuous wounding, morningstar 1d8+4; or claw 1d4+8, bite 1d6+4 and poison and improved continuous wounding; or composite shortbow 1d6+8
Special Attacks/Actions: Spell-like abilities, poison, improved continuous wounding, haunting chant, web, summon demons
Abilities: Str 27, Dex 13, Con 16, Int 18, Wis 16, Cha 16
Special Qualities: SR 24, demon qualities
Feats: Blind-fight; Multiattack; Power Attack; Two-Weapon Fighting; Weapon Focus (bite)
Skills: Climb +28, Concentration +15, Diplomacy +15, Hide +22, Jump +20, Knowledge (any two) +16, Listen +15, Move Silently +13, Search +16, Sense Motive +15, and Spot +15
Advancement: 13-17 HD (Large); 18-36 HD (Huge)
Climate/Terrain: Any land and underground
Organization: Solitary
Treasure/Possessions: Standard coins; double goods; standard items

Source: Converted

Spell-Like Abilities: At will -- alter self, darkness, fear, scare, telekinesis, teleport without error (self plus 50 pounds of objects only); 3/day -- invisibility, mirror image, shapechange, unholy blight. These abilities are as the spells cast by a 12th-level sorcerer (save DC 13 + spell level).

Poison (Ex): Bite, Fortitude save (DC 19); initial and secondary damage 2d6 temporary Strength.

Improved Continuous Wounding (Ex): A creature bitten by a raklupis loses 1 hit point per hour per bite as the wound festers into a putrid, tissue destroying sore. The hit point loss can be stopped by casting neutralize poison. The lost hit points cannot be cured normally or magically until neutralize poison has been cast to stop the loss.

Haunting Chant (Su): 3/day -- all within 30 feet are affected as by mass charm cast by a 12th-level sorcerer (save DC 21).

Web (Ex): Eight times per day a raklupis 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 19, 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 raklupis can perform one of the following special tactics with its webs once per round.

See Invisible (Su): A raklupis can continuously see invisible creatures as the spell cast by a 12th-level sorcerer.

Demon Qualities (Ex): Immune to poison and electricity; cold, fire, and acid resistance 20.

Telepathy (Su): Raklupis can communicate telepathically with any creature within 100 feet that has a language.

Summon Demons (Sp): Once per day a raklupis can attempt to summon 2d10 kakkuu, 1d8 spithriku, 1d4 phisarazu, 1d2 lycosidiliths or raklupis with a 50% chance of success.

The raklupis' coloration gives it a +8 racial bonus to Hide checks. The raklupis gains the Two-Weapon Fighting feat as a bonus feat.

The Raklupis Spyder-Fiend first appeared 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).