Archids [New Monsters, Comments Plz!] [Archive] - Wizards Community

Post/Author/DateTimePost
NightScreamer20

04-22-04, 02:14 PM
These are just my little babies, Comments are welcome of course. Enjoy!

Archids
The shadows skip across the cliffs. Wind whips past you in opposite directions. Something or more to point, someTHINGS are surrounding you. Out from the darkness 18 glowing green eyes reach out from the darkness. Without warning they lunge at you and everything goes dark. You wake up from sleeping for who knows how long. Your body is wrapped tightly against itself and hanging upside down. There's a sharp pain in your chest, but you can't scream no matter how hard you try.

Combat
Archids are large spider-like creatures that live in the crevaces and caves of most cliffs. They are savage and carnivorous, liking to feast on the flesh of any creatures that dare pass into their territories. Living in tight Matriarchial Caste societies ruled by a Queen Archid, who controls all castes on her own. All Archids have the following abilities in addition to abilities they already have:
Poison (Ex): Injury, Fortitude save. Each spider caste has a different type of poison. The save DC is Constitution based.
Leap (Ex): Arachids receive a +30 racial bonus to jump checks and their jumps aren't limited by their height.
Mind Link (Su): Arachids within 60 ft. of each other share the same vision. They receive a +10 enhancement bonus on Listen, Search, and Spot checks and a +3 enhancement bonus to Will saves. Mind Linked Archids cannot be flanked unless all Mind Linked Archids are flanked.
Web (Ex): All Archids are able to make webbing. They are able to hang from their webbing and travel upon it without penalty. Some Archids' webbing have special abilities, see their descriptions for details.


Archid (Drone Caste)
Medium Magical Beast
Hit Dice: 2d10+2 (17 hp)
Initiative: +7 (Improved initiative)
Speed: 30 ft. (6 squares), burrow 30 ft., climb 30 ft.
Armor Class: 15 (+3 Dex, +2 natural)
Base Attack/Grapple: +2/+3
Attack: Bite +5 melee (1d6+1 plus poison)
Full Attack: Bite +5 melee (1d6+1 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison, spell-like abilities, web
Special Qualities: Darkvision 60 ft., leap, mind link, tremorsense 60 ft.
Saves: Fort +4, Ref +6, Will +1
Abilities: Str 13, Dex 16, Con 12, Int 10, Wis 13, Cha 6
Skills: Escape artist +8, Hide +8, Jump +36, Move Silently +8
Feats: Improved Initiative (B), Weapon Finesse
Environment: Any mountains and underground
Organization: Solitary, workgroup (3-5), or taskforce (8-12)
Challenge Rating: 3
Treasure: None
Alignment: Usually Lawful Evil
Advancement: 4-5 HD (Medium)
Level Adjustment: +3

Combat
Drones are the backbone of the Archid society, they build the nests, dig the tunnels, and repair the webs. Though not as strong as the other castes of Archids they are useful. While burrowing a Drone always leaves a 5 ft. by 5 ft. tunnel coated in webbing. Drones are about 3 ft. in diameter (including legs), 1 ft. tall and weigh an average of 32 lbs.
Poison (Ex): DC 12, initial damage and secondary damage: 1d4 Strength damage.
Spell-Like Abilities: At will - expeditious retreat, mending. 3/day - fabricate, move earth, stone shape. Caster level 8th.
Web (Ex): A Drone's webbing is the toughest of all the Archids, each strand as strong as adamantine. Drones usually use their webbing when constructing their colony's nests and tunnels. To set as traps at the entrances of their nests, Drones can construct sheets of webbing up to 30 ft. square. Drone webbing is black and silk-like making it hard to see in the dark, to see Drone webbing requires a Spot check DC 15 (DC 25 in a rocky or underground area). Removing oneself from a web requires an Escape Artist check DC 12, breaking the web requires a Strength check DC 20. A creature may be cut loose with any slashing weapon, the webbing has 10 hit points, and DR 10/-.


Archid (Hunter Caste)
Medium Magical Beast
Hit Dice: 5d8+10 (40 hp)
Initiative: +8 (Improved initiative)
Speed: 30 ft. (6 squares), climb 30 ft.
Armor Class: 17 (+4 Dex, +3 natural)
Base Attack/Grapple: +5/+
Attack: Bite +9 melee (1d6+2 plus poison)
Full Attack: Bite +9 melee (1d6+2 plus poison) and 2 claws +5 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Drag, improved grab, poison, spell-like abilities, web
Special Qualities: Darkvision 60 ft., leap, mind link, tremorsense 60 ft.
Saves: Fort +6, Ref +8, Will +2
Abilities: Str 15, Dex 19, Con 14, Int 12, Wis 13, Cha 4
Skills: Hide +12, Jump +38, Move Silently +12, Tumble +8
Feats: Improved Initiative (B), Weapon Finesse, Weapon Focus (Claw)
Environment: Any mountains and underground
Organization: Solitary, patrol (1-2), hunting party (3-6)
Challenge Rating: 7
Treasure: None
Alignment: Usually Lawful Evil
Advancement: 5-7 HD (Medium); 8-10 HD (Large)
Level Adjustment: +5

Combat
The Hunter class of Archids are the most cunning of the Archids, using stealth to their advantage in order to bring food back to the nest. Unlike the rest of their kin Hunters are armed with large claws on their legs made to grab and hold onto prey. Hunters like to use stealth tactics rather then headlong rushes towards their enemies, using their poison and webbing in order to incapacitate their prey. They prefer living prey than dead flesh, but will bring either back to the nest. Hunters are about 5 ft. in diameter (including legs), 2 ft. tall and weigh an average of 52 lbs.
Drag (Ex): A Hunter Archid may drag a grappled or helpless creature at a speed of 30 ft. Dragging does not provoke an attack of opportunity, but the Hunter Archid may not attack and cannot make attacks of opportunity.
Improved Grab (Ex): To use this ability a Hunter Archid must hit with 2 claw attacks. If successful it may start a grapple as a free action that does not provoke an attack of opporunity. A Hunter Archid gains a +8 racial bonus on grapple checks.
Poison (Ex): DC 14, initial damage: Paralysis for 1d4 minutes; secondary damage: Unconciousness for 1d4 hours.
Spell-Like Abilities: At will - jump. 3/day - deep slumber Will save DC 14, greater invisibility. Caster level 9th, save DCs are Wisdom based.
Web (Ex): Unlike their Drone kin a Hunter's webbing isn't as strong. However, it tightens quickly around struggling opponents. The may not make sheets of webbing, but with a successful grapple check can cocoon a grappled opponent in webbing. A cocooned opponent is effectively helpless but can escape the webbing with an Escape Artist check DC 14, or break the webbing with a Strength check DC 18. Upon a failed attempt to escape or break out of the cocoon increases the DCs and HP of the cocoon by +2. A creature may be cut loose with any slashing weapon, the cocoon has 10 hit points, and DR 5/-.


Archid (Soldier Caste)
Large Magical Beast
Hit Dice: 8d10+32 (77 hp)
Initiative: +8 (Improved initiative)
Speed: 20 ft. (6 squares), climb 20 ft.
Armor Class: 21 (+3 Dex, +8 natural)
Base Attack/Grapple: +8/+17
Attack: Bite +12 melee (2d6+5 plus poison)
Full Attack: Bite +12 melee (2d6+5 plus poison) and 2 claws +7 melee (1d8+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: Poison, pounce, rend, spell-like abilities
Special Qualities: Darkvision 60 ft., leap, mind link, tremorsense 60 ft.
Saves: Fort +8, Ref +7, Will +31
Abilities: Str 21, Dex 16, Con 18, Int 8, Wis 15, Cha 2
Skills: Jump +45, Move Silently +12
Feats: Cleave, Improved Initiative (B), Power Attack, Weapon Focus (Claw)
Environment: Any mountains and underground
Organization: Solitary, guard (2-4), squad (6-10), army (15-25)
Challenge Rating: 10
Treasure: None
Alignment: Usually Lawful Evil
Advancement: 9-11 HD (Large); 12-16 HD (Huge)
Level Adjustment: +8

Combat
Soldiers are the defenders of the nest, giants among the Archids they are killers in their own right. They do not stray far from the nest like Hunters but will do so upon command from their queen. They are not interested in capturing creatures for food, they will kill anything that dares enter their territory, and do so savagely. Like Hunters they bare two large claws upon their forelegs. Unlike the rest of the Archids they do not have the ability to produce webbing. They are also covered in a thick carapace, making them less maneuverable then their brethren but still as deadly. Soldiers are about 9 ft. in diameter (including legs), 5 ft. tall and weigh an average of 185 lbs.
Poison (Ex): DC 18, initial and secondary damage 2d4 Constitution damage.
Pounce (Ex): If a Soldier charges it may make a full-attack action in the same round.
Spell-Like Abilities: 3/day - alarm, inflict serious wounds Will save DC 15, stoneskin. 1/day - repulsion Will save DC 18. Caster level 10th, save DCs are Wisdom based.
Rend (Ex): A Soldier that hits with both claw attacks tears at the flesh of its opponent dealing an extra 2d6+2 damage.


Archid (Brood Caste)
Medium Magical Beast
Hit Dice: 4d10+8 (33 hp)
Initiative: +9 (Improved initiative)
Speed: 40 ft. (6 squares), climb 40 ft.
Armor Class: 18 (+5 Dex, +3 natural)
Base Attack/Grapple: +4/+5
Attack: Sting +9 melee (2d4+1 plus implant)
Full Attack: Sting +9 melee (2d4+1 plus implant)
Space/Reach: 5 ft./5 ft.
Special Attacks: Implant, spell-like abilities, web
Special Qualities: Darkvision 60 ft., leap, mind link, tremorsense 60 ft.
Saves: Fort +6, Ref +9, Will +2
Abilities: Str 12, Dex 21, Con 15, Int 11, Wis 13, Cha 5
Skills: Handle Animal +1, Hide +12, Jump +38, Move Silently +12
Feats: Improved Initiative (B), Power Attack, Weapon Finesse
Environment: Any mountains and underground
Organization: Solitary, guard (2-4), squad (6-10), army (15-25)
Challenge Rating: 5
Treasure: None
Alignment: Usually Lawful Evil
Advancement: 9-11 HD (Large); 12-16 HD (Huge)
Level Adjustment: +4

Combat
The Brood caste are a group of Archids that tend to the reproduction of their species. Their mandibles are too small to bite creatures effectively, but they have a large sting as a replacement. They are more agile than any of their kin, and use their advanced speed to their advantage. A normal Brood Archid is about the same size as a Drone, though weighs no more than half as much.
Implant (Ex): 4/day a Brood Archid that strikes successfully with it's sting attack may try to implant an Archid egg into the stung opponent. An opponent must succeed on a DC 14 Fortitude save to avoid implantation. The save DC is Constitution-based. An Archid egg hatches in 1 week after implantation if the creature is alive or an extra 1d4+1 days if the victim is dead. 24 hours before the egg hatches the victim falls ill (-10 to all ability scores to a minimum of 1). A remove disease spell rids a victim of the egg, as does a DC 25 heal check. If the check fails, the healer may try again, but each attempt (successful or not) deals 1d4 points of damage to the patient. Upon hatching emerges an Archid Hunter.
Spell-Like Abilities: At will - hold person DC 13. 5/day hold monster DC 18. Caster level 10th. All DCs are Wisdom-based.
Web (Ex): A Brood Archid uses it's webbing differently from their Hunter and Drone brethren. Instead of ejecting webbing from their spinnerets they instead fire a glob of it from their mouth up to 60 ft. away (treat as a grenade-like weapon).. Wherever it lands it explodes into a net of webbing 20 ft. in diameter. All creatures except Archids in the affected area must make DC 17 Reflex saves to avoid being stuck. Creatures that fail their saves are stuck to the ground unable to move. A stuck creature may try to break out of the webbing with DC 14 Escape Artist check or break the webbing with a DC 16 Strength check. A creature may be cut loose with any slashing weapon, the webbing has 8 hit points, and DR 5/-.


Archid (Queen)
Huge Magical Beast
Hit Dice: 12d10+72 (137 hp)
Initiative: +7 (Improved initiative)
Speed: 30 ft. (6 squares), climb 30 ft.
Armor Class: 23 (-4 size, +3 Dex, +14 natural)
Base Attack/Grapple: +12/+28
Attack: Bite +17 melee (2d8+12 plus poison)
Full Attack: Bite +17 melee (2d8+12 plus poison)
Space/Reach: 15 ft./10 ft.
Special Attacks: Poison, spell-like abilities, web
Special Qualities: Darkvision 60 ft., leap, mind link, tremorsense 60 ft.
Saves: Fort +14, Ref +11, Will +8
Abilities: Str 27, Dex 16, Con 23, Int 15, Wis 18, Cha 9
Skills: Diplomacy +9, Hide +9, Jump +48, Move Silently +11
Feats: Cleave, Great Cleave, Improved Initiative (B), Power Attack, Weapon Focus (Bite)
Environment: Any mountains and underground
Organization: Hill (1 Queen; 2-8 Soldiers; 4-6 Broods; 4-8 Drones), Nest (1 Queen; 6-12 Soldiers; 6-10 Broods; 8-14 Drones), Colony (1 Queen; 8-16 Soldiers; 8-12 Broods; 10-20 Drones), Hive (1 Queen; 12-20 Soldiers; 10-16 Broods; 15-25 Drones)
Challenge Rating: 18
Treasure: None
Alignment: Usually Lawful Evil
Advancement: 13-18 HD (Huge); 19-20 (Gargantuan)
Level Adjustment: +8

Combat
The Queen is the focus of the whole nest. She is the one that produces the eggs for Broods, Drones, and Soldiers. She commands all Archids in her nest, and they guard her with their lives. Even the weaker fearful Drones will rush into battle to save their queen. A Queen Archid is massive, being at least than 15 ft. in diameter (with legs), up to 10 ft. tall, and weighs no less than 15 tons. Unlike the rest of the Archids she speaks Common and Undercommon, and will not kill friendly visitors unless she has to. Also the Queen likes to keep Dominated creatures as her servants, though sometimes other Archids will kill or devour them in jealousy.
Poison (Ex): DC 22, intital and secondary damage 2d8 Strength.
Spell-Like Abilities: At will - fear DC 18, nondetection, tongues, true seeing. 3/day - acid fog, plane shift DC 21, power word stun DC 22. 1/day - dominate monster DC 23, disintegrate DC 23. Caster level 14th. All DCs are Wisdom-based.
Web (Ex): A Queen Archid uses it's webbing much like Broods. Instead of ejecting webbing from their spinnerets they instead fire a glob of it from their mouth up to 120 ft. away (treat as a grenade weapon-like). Wherever it lands it explodes into a net of webbing 60 ft. in diameter. All creatures except Archids in the affected area must make DC 22 Reflex saves to avoid being stuck. Creatures that fail their saves are stuck to the ground unable to move. A stuck creature may try to break out of the webbing with DC 18 Escape Artist check or break the webbing with a DC 24 Strength check. A creature may be cut loose with any slashing weapon, the webbing has 8 hit points, and DR 5/-.

Web Equipment
The Archids are intelligent creatures, and have developed a few pieces of equipment for their armies using the webbing they produce. These items range from armor to weapons, used by both the Archids themselves and some of the Queen's personal slaves.

Web Armor
Type: Light
Armor Bonus: +1
Max Dex: +6
Check Penalty: -0
Arcane Spell Failure: 0%
Speed (30 ft.): 30 ft.
Speed (20 ft.): 20 ft.
Weight: 8 lb.
Special: DR 2/-
Description: Web armor isn't 'crafted' per se, instead Archid Drones spin it onto the user. Spinning the armor onto a creature takes time depending on the size of a creature, normally 1 hours for a medium creature (mulitply the time by the size category of the creature, ex. Colossal x8, Gargantuan x6, Huge x4, Large x3, Small x1/2, Tiny x1/4, Diminutive x1/6, Fine x 1/8). A creature may sleep and rest perfectly whilst wearing Web Armor. After 3 days of continuous use Web Armor eventually becomes brittle and cracks, falling off the wearer. Web Armor may only be worn by the person it was crafted for.

Web Shields
Special: DR 1/-
Description: Web shields are spun by drones, but for the most part are much like normal shields except for small differences. Web created shields reduce Arcane Spell Failure by 10% and give DR 1/-.
incarnadine

04-22-04, 03:37 PM
I think the flavor text would sound better like this:
The shadows skip across the cliffs. Wind whips past you in opposite directions. Something or more to point, someTHINGS are surrounding you. In the shadows around you 18 glowing green eyes reach out from the darkness. Without warning they lunge at you and everything goes dark. You wake up from sleeping for who knows how long. Your body is wrapped tightly against itself and hanging upside down. There's a sharp pain in your chest, but you can't scream no matter how hard you try.


for drag: I'd make it "30ft. per round" so as a full round action it would be able to make a partial move and drag the victim with him. Also I would say pinned opponent as opposed to just grappled.

Also because these fellas are rather smart I would have them wear a web armor. Seeing as how the webbing is really strong it would be a good idea for them to use it.
NightScreamer20

04-22-04, 03:55 PM
It doesn't say that? Tis my mistake, that's the way I wished to interpret it. Thanks alot for catching it for me.

Well I was thinking about the web armor...but I didn't write it all out yet. I think it should be something made for soldiers only, since the other Castes aren't really brute force combat effective get me?

I was also hoping someone could help me with an LA for all the Archids all but Queen...could take some work...
NightScreamer20

04-22-04, 08:16 PM
no new comments?

:bump:
Blarg

04-22-04, 08:33 PM
Pretty Good Job I would say, would have a great effect in a Shelob's Hive type adventure rather than using plain old monstrous spiders.
NightScreamer20

04-22-04, 09:18 PM
I was actually thinking of having them worship a deity, like Lloth for her spider Portfolio...

If anyone knows of a better Deity though please speak up. Otherwise I'll have to make my own...and that's a pain in the arse...