Aranea Silklord: Difference between revisions

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   <!-- Value: integer between 1 and 40. -->
   <!-- Value: integer between 1 and 40. -->
   }}</onlyinclude>
   }}</onlyinclude>
| Min-CR = 15
| Max-CR = 23


| MonsterName=<onlyinclude>{{#ifeq:{{{transcludesection|MonsterName}}}
| MonsterName=<onlyinclude>{{#ifeq:{{{transcludesection|MonsterName}}}
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   }}</onlyinclude>
   }}</onlyinclude>


| Image = aranea_silklord_1.png
| Image=<onlyinclude>{{#ifeq:{{{transcludesection|Image}}}
   <!-- Value: file name and extension only (e.g. monster_picture.jpg) -->
| Image | aranea_silklord_1.png
   <!-- Value: file name and extension only   -->
  }}</onlyinclude>


| Caption =  
| Caption=<onlyinclude>{{#ifeq:{{{transcludesection|Caption}}}
| Caption |
   <!-- Optional: inserts hover text for the image. If left blank, will insert the monster's name. -->
   <!-- Optional: inserts hover text for the image. If left blank, will insert the monster's name. -->
  }}</onlyinclude>


| Role=<onlyinclude>{{#ifeq:{{{transcludesection|Role}}}
| Role=<onlyinclude>{{#ifeq:{{{transcludesection|Role}}}
| Role |  
| Role |  
   <!-- Values: Heavy, Henchman, Killer, Leader, Legend, Minion, Shooter, Sneak, Tank, Threat, Villain, or leave blank -->
   <!-- Values: Heavy, Killer, Leader, Legend, Minion, Shooter, Skirmisher, Sneak, Swarm, Tank, Threat, Villain, or leave blank -->
   }}</onlyinclude>
   }}</onlyinclude>
  <!-- Prevent this monster from being assigned certain roles in MMM -->
| Restrict-Role-No-Role =
| Restrict-Role-Heavy =
| Restrict-Role-Killer =
| Restrict-Role-Leader =
| Restrict-Role-Legend =
| Restrict-Role-Minion =
| Restrict-Role-Shooter =
| Restrict-Role-Skirmisher =
| Restrict-Role-Sneak =
| Restrict-Role-Swarm =
| Restrict-Role-Tank =
| Restrict-Role-Threat =
| Restrict-Role-Villain =
  <!-- Values: Y or leave blank -->


| Associated-Role-Notes=<onlyinclude>{{#ifeq:{{{transcludesection|Associated-Role-Notes}}}
| Associated-Role-Notes=<onlyinclude>{{#ifeq:{{{transcludesection|Associated-Role-Notes}}}
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         Example: "[[Common Red Dragon]]"                                                            -->
         Example: "[[Common Red Dragon]]"                                                            -->
   }}</onlyinclude>
   }}</onlyinclude>
| Pattern1=<onlyinclude>{{#ifeq:{{{transcludesection|Pattern1}}}
| Pattern1 |
  <!-- Use to assign a Pattern to the monster, which will alter its effective CR.  Or leave blank. -->
  }}</onlyinclude>
| Pattern2=<onlyinclude>{{#ifeq:{{{transcludesection|Pattern2}}}
| Pattern2 |
  <!-- Use to assign a second Pattern to the monster, which will further alter its effective CR.  Or leave blank. -->
  }}</onlyinclude>


| Description=<onlyinclude>{{#ifeq:{{{transcludesection|Description}}}
| Description=<onlyinclude>{{#ifeq:{{{transcludesection|Description}}}
| Description | Ages ago, Araneas were a species of intelligent shape-shifting spiders, raised up by a group of deities as worshipers.  Over aeons of time, many such races came to be, until the God's decreed a Great Contest, to see which races would be Civilized, and which would not.
| Description | Ages ago, Araneas were a species of intelligent shape-shifting spiders, raised up by a group of deities as worshipers.  Over aeons of time, many such races came to be, until the Gods decreed a Great Contest, to see which races would be Civilized, and which would not.


:The Aranea were one of the many, many losers of that contest.
The Aranea were one of the many, many losers of that contest.


:Bereft of their Gods, the Aranea have slowly degenerated over the passing millennia, until they are little more than beasts in the wilderness, with an uncanny intelligence and supernatural ability to take the shape of a humanoid.  Every Aranea has a humanoid form, each one as unique as a human's face.  
Bereft of their Gods, the Aranea have slowly degenerated over the passing millennia, until they are little more than beasts in the wilderness, with an uncanny intelligence and supernatural ability to take the shape of a humanoid.  Every Aranea has a humanoid form, each one as unique as a human's face.  


:Araneas have lost much of their limpid, soulful selves in the process of devolution, and Araneas today are merely monsters, practicing robbery, mayhem, slavery, extortion, and even casual murder.  Araneas can be a plague to a small settlement, and once a nest of Araneas have begun their depredations upon a settlement, the only way to solve it is to burn them out, root and branch, before they can kill or enslave every member of a local community.
Araneas have lost much of their limpid, soulful selves in the process of devolution, and Araneas today are merely monsters, practicing robbery, mayhem, slavery, extortion, and even casual murder.  Araneas can be a plague to a small settlement, and once a nest of Araneas have begun their depredations upon a settlement, the only way to solve it is to burn them out, root and branch, before they can kill or enslave every member of a local community.


:Aranea Silklords are a powerful and skilled sub-breed of these Arachnoid monstrosities, who have all the abilities of their lesser brethren, including the ability to wear the guise of others, and also have the ability to hurl webs as attacks and to form barricades.
Aranea Silklords are a powerful and skilled sub-breed of these Arachnoid monstrosities, who have all the abilities of their lesser brethren, including the ability to wear the guise of others, and also have the ability to hurl webs as attacks and to form barricades.
   }}</onlyinclude>
   }}</onlyinclude>


| Alignment=<onlyinclude>{{#ifeq:{{{transcludesection|Alignment}}}
| Alignment=<onlyinclude>{{#ifeq:{{{transcludesection|Alignment}}}
| Alignment | Neutral Evil
| Alignment | Pure Evil
   <!-- Values: Lawful Good, Lawful Neutral, Lawful Evil, Neutral Good, Neutral, Neutral Evil, Chaotic Good, Chaotic Neutral, Chaotic Evil -->
   <!-- Values: Lawful Good, True Lawful, Lawful Evil, Pure Good, Neutral, Pure Evil, Chaotic Good, True Chaotic, Chaotic Evil -->
   }}</onlyinclude>
   }}</onlyinclude>
| Size=<onlyinclude>{{#ifeq:{{{transcludesection|Size}}}
| Size=<onlyinclude>{{#ifeq:{{{transcludesection|Size}}}
| Size | Medium
| Size | Medium
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| Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}}
| Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}}
| Type | Magical Beast
| Type | Magical Beast
   <!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin -->
   <!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Undead, Vermin -->
   }}</onlyinclude>
   }}</onlyinclude>


| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}}
| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}}
| Subtype | Protean
| Subtype | Protean
   <!-- If second monster type (e.g. a swarm of vermin): Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin
   <!-- If second monster type: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Undead, Vermin
         If Humanoid: Duergar, Giant, Gloom, Gnoll, Human, Kobold, Lizardfolk, Maenad, Norker, Orc, Somber Crool, Troglodyte, Vampire Thrall
         If Humanoid: Duergar, Giant, Gloom, Gnoll, Human, Kobold, Lizardfolk, Maenad, Norker, Orc, Somber Crool, Troglodyte, Vampire Thrall
         If Outsider: Air, Chaotic, Demon, Devil, Earth, Elemental, Evil, Fire, Good, Lawful, Native, Water
         If Outsider: Air, Chaotic, Demon, Devil, Earth, Elemental, Evil, Fire, Good, Lawful, Native, Water
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   <!-- Put any comments about ambush preferences here, or leave blank -->
   <!-- Put any comments about ambush preferences here, or leave blank -->


| Senses = [[Standard Senses]], [[Low-Light Vision]] 150 ft.
  <!-- SENSES -->
   <!-- List the sense type and distance (in feet). (E.g. "[[Darkvision]] 60 ft.")
   <!-- These senses have no ranges; the monster either has them (Value: "Y") or doesn't (leave blank) -->
          [[Standard Senses]], [[Blind]] to Vision, [[Blind]] to Sound, [[Blind]] to Smell
| Sense-Is-Blind-to-Vision =
          [[Low-Light Vision]], [[Darkvision]], [[Heartsight]]
| Sense-Is-Blind-to-Sound =
          [[Keen Hearing]], [[Precise Hearing]], [[Echolocation]]
| Sense-Is-Blind-to-Smell =
          [[Scent]], [[Keen Scent]], [[Perfect Scent]]
| Sense-Has-Low-Light-Vision = Y
          [[Tremorsense]], [[Blindsense]], [[Lifesense]], [[Mindsense]]                  -->
 
  <!-- These senses require ranges; if the monster has them, list the range in feet (just the number only),
        or leave blank if the monster doesn't possess the sense in question.            -->
| Sense-Darkvision-Range =
| Sense-Heartsight-Range =
| Sense-Keen-Hearing-Range =
| Sense-Precise-Hearing-Range =
| Sense-Echolocation-Range =
| Sense-Scent-Range =
| Sense-Keen-Scent-Range =
| Sense-Perfect-Scent-Range =
| Sense-Airsense-Range =
| Sense-Blindsense-Range =
| Sense-Cloudsense-Range =
| Sense-Lifesense-Range =
| Sense-Mindsense-Range =
| Sense-Tremorsense-Range =
| Sense-Watersense-Range =
 
  <!-- If you want custom text in the 'Senses' field, use the field below, or leave blank -->
| Senses-Custom-Text =
 


| NudgePerception =  
| NudgePerception =  
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| NudgeAC =  
| NudgeAC =  
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeTouchAC =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeFFAC =
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


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   <!-- Put any 'immunity' or 'hardened' values here;
   <!-- Put any 'immunity' or 'hardened' values here;
         immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added
         immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added
           '''''Hardened (damage):'''''
           '''''Hardened (1/2 damage):'''''
           '''''Immune (no effect):'''''                                                                  -->
           '''''Immune (no effect):'''''                                                                  -->


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   <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for type and/or subtype (if any)) -->
   <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for type and/or subtype (if any)) -->


| MoveTypes = [[Walk]] 30 ft., [[Greater Climb]] 60 ft, [[Brachiating]] 60 ft,
 
   <!-- List the move type and distance (in feet). (E.g. [[Jet]] 60 ft.)
   <!-- MOVE TYPES -->
          [[Burrowing]], [[Tunneling]], [[Earth Glide]]
  <!-- If the monster has a given movement type, list the speed, in feet (just the number only), below;
          [[Lesser Climb]], [[Greater Climb]], [[Brachiating]], [[Vaulting]]
        if they don't have that movement type, leave it blank                    -->
          [[Hover]], [[Lesser Flight]], [[Greater Flight]]
| Move-Type-Walk-Speed = 30
          [[Lesser Swim]], [[Greater Swim]], [[Jet]]
| Move-Type-Burrowing-Speed =
          [[Lesser Teleport]], [[Greater Teleport]]                          -->
| Move-Type-Tunneling-Speed =
| Move-Type-Earth-Glide-Speed =
| Move-Type-Lesser-Climb-Speed =
| Move-Type-Greater-Climb-Speed = 60
| Move-Type-Brachiating-Speed = 60
| Move-Type-Vaulting-Speed =
| Move-Type-Hover-Speed =
| Move-Type-Lesser-Flight-Speed =
| Move-Type-Greater-Flight-Speed =
| Move-Type-Lesser-Swim-Speed =
| Move-Type-Greater-Swim-Speed =
| Move-Type-Jet-Speed =
| Move-Type-Lesser-Teleport-Speed =
| Move-Type-Greater-Teleport-Speed =
 
  <!-- If you want custom text in the 'Move Type' field, use the field below, or leave blank -->
| Move-Type-Custom-Text =
 


| NudgeSpace =  
| NudgeSpace =  
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   <!-- name of primary attack, weapons or natural attacks (e.g. "Longsword" or "Bite") -->
   <!-- name of primary attack, weapons or natural attacks (e.g. "Longsword" or "Bite") -->


| PriAtkNotes = plus Aranea Poison
| Pri-Atk-Dmg-Type = piercing
   <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->
  <!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) -->
 
| PriAtkNotes = '''plus:''' Aranea Poison
   <!-- add any specials; adds the word "plus" automatically. (e.g. "filth fever (see below)") -->


| PriAtkNotes-FullAtkOnly =  
| PriAtkNotes-FullAtkOnly =  
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         If not blank, this attack will do no damage, and instead list this value                            -->
         If not blank, this attack will do no damage, and instead list this value                            -->


| PriAtkVSTouchAC =  
| Pri-Atk-Is-Touch =  
   <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->
   <!-- If attack is a touch attack; Values: Y (for yes), or leave blank (for no) -->


| PriAtkIsAuto-Hit =  
| PriAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgePriToHit =  
| NudgePriToHit =  
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| NudgePriDamage =  
| NudgePriDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


| NudgeFullAtk-PriDamage =  
| NudgeFullAtk-PriDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


| Nudge-Pri-Atk-Crit-Range =  
| Nudge-Pri-Atk-Crit-Range =  
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| SecAtkName = Silk-Laden Claws
| SecAtkName = Silk-Laden Claws
   <!-- name of secondary attack, natural attacks only (e.g. "Claw"); leave blank for none -->
   <!-- name of secondary attack, natural attacks only (e.g. "Claw"); leave blank for none -->
| Sec-Atk-Dmg-Type = slashing
  <!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) -->


| SecAtkNotes =  
| SecAtkNotes =  
   <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->
   <!-- add any specials; adds the word "plus" automatically. (e.g. "filth fever (see below)") -->


| SecAtkNotes-FullAtkOnly =  
| SecAtkNotes-FullAtkOnly =  
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         If not blank, this attack will do no damage, and instead list this value                            -->
         If not blank, this attack will do no damage, and instead list this value                            -->


| SecAtkVSTouchAC =  
| Sec-Atk-Is-Touch =  
   <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->
   <!-- If attack is a touch attack; Values: Y (for yes), or leave blank (for no) -->


| SecAtkIsAuto-Hit =  
| SecAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeSecToHit =  
| NudgeSecToHit =  
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| NudgeSecDamage =  
| NudgeSecDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


| NudgeFullAtk-SecDamage =  
| NudgeFullAtk-SecDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


| Nudge-Sec-Atk-Crit-Range =  
| Nudge-Sec-Atk-Crit-Range =  
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| TerAtkName =  
| TerAtkName =  
   <!-- Roles only; name of tertiary attack (e.g. "Shield Bash" or "Tail Slap"); damage equal to primary attack; leave blank for none -->
   <!-- Roles only; name of tertiary attack (e.g. "Shield Bash" or "Tail Slap"); damage equal to primary attack; leave blank for none -->
| Ter-Atk-Dmg-Type =
  <!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) -->


| TerAtkNotes =  
| TerAtkNotes =  
   <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->
   <!-- add any specials; adds the word "plus" automatically. (e.g. "filth fever (see below)") -->


| TerAtkNotes-FullAtkOnly =  
| TerAtkNotes-FullAtkOnly =  
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         If not blank, this attack will do no damage, and instead list this value                            -->
         If not blank, this attack will do no damage, and instead list this value                            -->


| TerAtkVSTouchAC =  
| Ter-Atk-Is-Touch =  
   <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->
   <!-- If attack is a touch attack; Values: Y (for yes), or leave blank (for no) -->


| TerAtkIsAuto-Hit =  
| TerAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeTerToHit =  
| NudgeTerToHit =  
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| NudgeTerDamage =  
| NudgeTerDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


| NudgeFullAtk-TerDamage =  
| NudgeFullAtk-TerDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


| Nudge-Ter-Atk-Crit-Range =  
| Nudge-Ter-Atk-Crit-Range =  
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   <!-- Roles w/natural attacks only; name of quaternary attack (e.g. "Wing Slam"); damage equal to secondary attack; leave blank for none -->
   <!-- Roles w/natural attacks only; name of quaternary attack (e.g. "Wing Slam"); damage equal to secondary attack; leave blank for none -->


| QuaAtkNotes = plus Aranea Poison
| Qua-Atk-Dmg-Type = piercing
   <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->
  <!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) -->
 
| QuaAtkNotes = '''plus:''' Aranea Poison
   <!-- add any specials; adds the word "plus" automatically. (e.g. "filth fever (see below)") -->


| QuaAtkNotes-FullAtkOnly =  
| QuaAtkNotes-FullAtkOnly =  
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         If not blank, this attack will do no damage, and instead list this value                            -->
         If not blank, this attack will do no damage, and instead list this value                            -->


| QuaAtkVSTouchAC =  
| Qua-Atk-Is-Touch =  
   <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->
   <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->


| QuaAtkIsAuto-Hit =  
| QuaAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeQuaToHit =  
| NudgeQuaToHit =  
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| NudgeQuaDamage =  
| NudgeQuaDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


| NudgeFullAtk-QuaDamage =  
| NudgeFullAtk-QuaDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


| Nudge-Qua-Atk-Crit-Range =  
| Nudge-Qua-Atk-Crit-Range =  
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   <!-- Range increment in feet (e.g. 20 ft.); -2 to hit per increment after first -->
   <!-- Range increment in feet (e.g. 20 ft.); -2 to hit per increment after first -->


| RangedAtkNumberOfIncrements =  
| RangedAtkNumberOfIncrements =
   <!-- Number of increments before max range of attack, thrown is 5 (default), projectile is 10 -->
   <!-- Number of increments before max range of attack, thrown is 5 (default), projectile is 10 -->


| RangedAtkNotes =  
| Ranged-Atk-Dmg-Type =
   <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->
  <!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) -->
 
| RangedAtkNotes =
   <!-- add any specials; adds the word "plus" automatically. (e.g. "filth fever (see below)") -->


| RangedAtkNotes-FullAtkOnly =  
| RangedAtkNotes-FullAtkOnly =  
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         If not blank, this attack will do no damage, and instead list this value                            -->
         If not blank, this attack will do no damage, and instead list this value                            -->


| RangedAtkVSTouchAC =  
| Ranged-Atk-Is-Touch =  
   <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->
   <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->


| RangedAtkIsAuto-Hit =  
| RangedAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeRangedToHit =  
| NudgeRangedToHit =  
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| NudgeRangedDamage =  
| NudgeRangedDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


| NudgeFullAtk-RangedDamage =  
| NudgeFullAtk-RangedDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


| Nudge-Ranged-Atk-Crit-Range =  
| Nudge-Ranged-Atk-Crit-Range =  
Line 502: Line 584:


| NudgeSiegeDamage =  
| NudgeSiegeDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->




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<!--  SPECIAL ABILITIES  -->
<!--  SPECIAL ABILITIES  -->


<!--  ROLE-BASED SPECIAL ABILITIES -->
| HideRoleReminder1 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
| HideRoleReminder2 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
| HideRoleReminder3 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
| HideRoleReminder4 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->




Line 620: Line 688:
   Save-Mod    Optional. Add or subtract from base DC. Example: -2 lowers DC by 2.
   Save-Mod    Optional. Add or subtract from base DC. Example: -2 lowers DC by 2.
   Frequency    Optional. Values: rounds, minutes, hours, days, moons, years. Skip to use defaults (rounds for poisons, days for diseases).
   Frequency    Optional. Values: rounds, minutes, hours, days, moons, years. Skip to use defaults (rounds for poisons, days for diseases).
   Effect      list effect. Example: {{Ability-Dmg}} [[Ability Dilution|STR dilution]] and {{Standard-Dmg}} non-lethal damage per interval.
   Effect      list effect. Example: {{Ability-Dmg}} [[Ability Dilution|STR dilution]] and {{Standard-Dmg}} {{dmg|poison}} damage per interval.
   Fruition    list fruition. Examples: all non-lethal damage becomes lethal; victim dies; victim falls [[Prone]] and is [[Helpless]], etc.
   Fruition    list fruition. Examples: Victim takes {{Special-Alpha-Dmg}} {{dmg|poison}} damage; Victim dies; Victim falls [[Prone]] and is [[Helpless]], etc.
   F-Duration  list when the fruition expires if not healed (if ever).  Examples: full night's rest; 1d4 days; permanent until healed, etc.
   F-Duration  list when the fruition expires if not healed (if ever).  Examples: full night's rest; 1d4 days; permanent until healed, etc.


Line 633: Line 701:
| Ability-1-Type = Ex
| Ability-1-Type = Ex
   <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" -->
   <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" -->
| Ability-1-Action-Required = Standard Action
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-1-Concentration =  
| Ability-1-Concentration =  
   <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it -->
   <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it -->


| Ability-1-Description = As a standard action, Aranea Silklords may throw a specially prepared web. This is resolved as a ranged touch attack (d20 +{{Touch-Attack}} to-hit versus touch AC), range increment 20, max range 60 feet).  Creatures struck by the web take {{Special-Standard-Dmg}} points of non-lethal poison damage from the uncommon soporific venom soaking it. (This is a poison effect and is negated by immunity to poisons, and can be reduced by ER x/-.)  In addition, affected targets must make a reflex saving throw against a DC of {{Save-DC}}.  Those who fail the saving throw gain the [[Pinned]] condition.  Those who make the saving throw gain the [[Hindered]] condition.
| Ability-1-Description = As a standard action, Aranea Silklords may throw a specially prepared web. This is resolved as a [[ranged touch attack]] at {{Touch-Attack}}, with a range increment of 20 feet, and a max range of 60 feet.  Creatures struck by the web take {{Special-Standard-Dmg}} points of {{dmg|poison}} from the soporific venom soaking it. (This is a poison effect and is negated by immunity to poisons, and can be reduced by appropriate types of DR.)  In addition, affected targets must make a reflex saving throw against a DC of {{Save-DC}}.  Those who fail the saving throw gain the [[Pinned]] condition.  Those who make the saving throw gain the [[Grabbed]] condition.


   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
Line 672: Line 744:
| Ability-2-Type = Ex
| Ability-2-Type = Ex
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-2-Action-Required = Automatic after successful attack
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-2-Concentration =  
| Ability-2-Concentration =  
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->


| Ability-2-Description =  When stung or bitten, victims are affected by Aranea Poison, which is a dreadful mind-affecting narcotic that eventually reduces victims to a state of psssive obedience. Which the aranea find very useful.
| Ability-2-Description =  When stung or bitten, victims are affected by Aranea Poison, which is a dreadful mind-affecting narcotic that eventually reduces victims to a state of passive obedience. Which the aranea find very useful.
 
{{Malady
{{Malady
| Name = Aranea Poison
| Name = Aranea Poison
| Intensity = Poisoned
| Intensity = Poisoned
| Save-Type = Fort
| Save-Type =  
| Save-Mod =  
| Frequency =  
| Frequency = 1/round for 3 rounds
| Effect = {{Ability-Dmg}} points of [[Ability Drain|WIS Drain]] and {{Special-Standard-Dmg}} points of {{dmg|poison}} each round.
| Effect = {{Ability-Dmg}} points of WIS [[Ability_Drain]] and {{Special-Standard-Dmg}} points of non-lethal damage each round.
| Fruition = Victim becomes [[Secured]], remaining conscious, but losing the ability to express their own will and can instead take only actions as requested by an Aranea or a creature designated by an Aranea.
| Fruition = Victim remains conscious, but loses the ability to express their own will and will instead take only actions as requested by an Aranea or a creature designated by an Aranea.
| F-Duration = 1 week unless re-poisoned
| F-Duration = 1 week unless re-poisoned.
}}
}}


The fruition of an aranea's poison can be ended early with a [[Restoration, Greater (Cleric Spell)|Greater Restoration]], [[Wish (Sorcerer/Wizard Spell)|Wish]], [[Miracle (Cleric Spell)|Miracle]], or any ability that behaves like one of these spells.


   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
Line 723: Line 798:
| Ability-3-Type = Sp
| Ability-3-Type = Sp
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-3-Action-Required = Standard Action
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-3-Concentration = W
| Ability-3-Concentration = W
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->


| Ability-3-Description = As a standard action, an Aranea Silklord may cast Silken Reality.  This acts in all ways as [[Project Image (Spell)|Project Image]]. Silken Reality lasts for 10 rounds or one hour if used out of combat, and has a maximum range of 300 feet.  Araneas will typically begin combats (when they are not surprised) by using Silken Reality to draw in foes while they hide close by.  Out of combat, an Aranea will use Silken Reality to initiate tense negotiations or spring suspected ambushes.  The Will save to penetrate the Illusory Image is DC {{Save-DC}}.
| Ability-3-Description = As a standard action, an Aranea Silklord may cast Silken Reality.  This acts in all ways as [[Project Image (Sorcerer/Wizard Spell)|Project Image]]. Silken Reality lasts until the end of the encounter (or one hour if used out of combat), and has a maximum range of 300 feet.  Araneas will typically begin combats (when they are not surprised) by using Silken Reality to draw in foes while they hide close by.  Out of combat, an Aranea will use Silken Reality to initiate tense negotiations or spring suspected ambushes.  The Will save to penetrate the Illusory Image is DC {{Save-DC}}.


   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
Line 762: Line 841:
| Ability-4-Type = Sp
| Ability-4-Type = Sp
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-4-Action-Required = Swift Action
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-4-Concentration = W
| Ability-4-Concentration = W
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->


| Ability-4-Description = At will, as a standard action, an Aranea may use Silken Self to assume their humanoid shape. This works as [[Alter Self (Spell)|Alter Self]], except that an Aranea never changes its stats.  In general, most Araneas have Silken Self forms as one of the core races (i.e. Human, Dwarf, Elf, Halfling, Gnome, or Half-Elf).  Many Aranea Silklords have Silken Self forms as one of the more exotic races.  An Aranea's Silken Self is fixed: they always change into the same recognizable humanoid.  In their Silken Self form, an Aranea can still use all of its abilities, such as bite attacks, Aranea Poison, Sting attacks, supernatural abilities, spell-like abilities, all movement types, etc.
| Ability-4-Description = At will, as a swift action, an Aranea may use Silken Self to assume their humanoid shape. This works as [[Least Polymorph (Sorcerer/Wizard Spell)|Least Polymorph]].  In general, most Araneas have Silken Self forms as one of the core races (i.e. Human, Dwarf, Elf, Halfling, Gnome, or Fey-Kin).  Many Aranea Silklords have Silken Self forms as one of the more exotic races.  An Aranea's Silken Self is fixed: they always change into the same recognizable humanoid.  In their Silken Self form, an Aranea can still use all of its abilities, such as bite attacks, Aranea Poison, Sting attacks, supernatural abilities, spell-like abilities, all movement types, etc.


   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
Line 801: Line 884:
| Ability-5-Type = Sp
| Ability-5-Type = Sp
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-5-Action-Required = Standard Action 1/Enc
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-5-Concentration = W
| Ability-5-Concentration = W
Line 807: Line 894:
| Ability-5-Description = Once per encounter, as a standard action, the Aranea Silklord creates a wall of thick, shimmering strands of spidersilk. This wall must stretch from one solid object to another one (a blocked square at each end), and has a maximum length of six squares with a height of twenty feet.  The wall of webbing is a foot thick and makes all squares it enters blocked terrain that blocks line of effect but not line of sight.  (You can peer through the Wall but it catches and stops attacks and spell effects.)
| Ability-5-Description = Once per encounter, as a standard action, the Aranea Silklord creates a wall of thick, shimmering strands of spidersilk. This wall must stretch from one solid object to another one (a blocked square at each end), and has a maximum length of six squares with a height of twenty feet.  The wall of webbing is a foot thick and makes all squares it enters blocked terrain that blocks line of effect but not line of sight.  (You can peer through the Wall but it catches and stops attacks and spell effects.)


:To destroy one square of the Web Wall requires one Sunder success against a target of the Silklord's Maneuver Defense of {{Maneuver-Defense}}.  For each five points by which an attacker exceeds this target, an additional adjacent square of the web may be destroyed.
To destroy one square of the Web Wall requires one [[Sunder]] success against a target of the Silklord's [[Maneuver Defense]] of {{Maneuver-Defense}}.  For each five points by which an attacker exceeds this target, an additional adjacent square of the web may be destroyed.


:When the Silklord creates the Web Wall, it may include enemy creatures in the area of effect. Each enemy so included are affected as if struck by the Silklord's 'Throw Web' ability (above). Each use of Web Wall can only affect an enemy creature once.
When the Silklord creates the Web Wall, it may include enemy creatures in the area of effect. Each enemy so included are affected as if struck by the Silklord's 'Throw Web' ability (above). Each use of Web Wall can only affect an enemy creature once.


   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
Line 844: Line 931:
| Ability-6-Type =  
| Ability-6-Type =  
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-6-Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-6-Concentration =  
| Ability-6-Concentration =  
Line 883: Line 974:
| Ability-7-Type =  
| Ability-7-Type =  
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-7-Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-7-Concentration =  
| Ability-7-Concentration =  
Line 922: Line 1,017:
| Ability-8-Type =  
| Ability-8-Type =  
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-8-Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-8-Concentration =  
| Ability-8-Concentration =  
Line 961: Line 1,060:
| Ability-9-Type =  
| Ability-9-Type =  
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-9-Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-9-Concentration =  
| Ability-9-Concentration =  
Line 968: Line 1,071:


   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  REPLACE RESURRECTION POWER
      HEAVY, TANK, THREAT, OR VILLAIN ROLES ONLY
        This section lets you write a custom resurrection power for Heavies, Tanks,
        Threats, and Villains, replacing the rez power that they get by default.
        This ability will only appear if this monster is designated as a Heavy, Tank
        Threat, or Villain role.  All other times, it will be invisible.                    -->
| Role-Only--Replace-Rez-Power--Name =
| Role-Only--Replace-Rez-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Rez-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
| Role-Only--Replace-Rez-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Rez-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  ADD KILLER ONLY POWER
      KILLER ROLE ONLY
        This section lets you write a custom power that will only display if this
        monster is given the "Killer" role.  Any other time, this ability will be invisible.
        It does not replace any of the default powers that killers normally get.            -->
| Role-Only--Add-Killer-Power--Name =
| Role-Only--Add-Killer-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Add-Killer-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
| Role-Only--Add-Killer-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Add-Killer-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  REPLACE "SHOUTED COMMAND" POWER
      LEADER ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Leader" role. It replaces the default "Shouted Command" power, which
        lets Leaders give an ally a Standard Action once per round as a Free Action.
        Leave this blank if you want the "Shouted Command" power to appear when this monster
        is designated as a "Leader" role.                                                  -->
| Role-Only--Replace-Leader-Power--Name =
| Role-Only--Replace-Leader-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Leader-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
| Role-Only--Replace-Leader-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Leader-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  REPLACE "LASH OUT" POWER
      LEGEND ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Legend" role. It replaces the default "Lash Out" power, which
        grants Legends a bonus attack action each round, but only against a fresh target.
        Leave this blank if you want the "Lash Out" power to appear when this monster
        is designated as a "Legend" role.                                                  -->
| Role-Only--Replace-Legend-Power--Name =
| Role-Only--Replace-Legend-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Legend-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
| Role-Only--Replace-Legend-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Legend-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  REPLACE "PACKED LIKE SARDINES" POWER
      MINION ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Minion" role. It replaces the default "Packed Like Sardines" power,
        which allows minions to squeeze into the same space with another minion without
        penalty. Leave this blank if you want the "Packed Like Sardines" power to appear
        when this monster is designated as a "Minion" role.                                -->
| Role-Only--Replace-Minion-Power--Name =
| Role-Only--Replace-Minion-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Minion-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
| Role-Only--Replace-Minion-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Minion-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  REPLACE "DEADSHOT" POWER
      SHOOTER ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Shooter" role. It replaces the default "Deadshot" power, which allows
        shooters to use any of their other special abilities at range, even if they are
        normally melee only.  Leave this blank if you want the "Deadshot" power to appear
        when this monster is designated as a "Shooter" role.                                -->
| Role-Only--Replace-Shooter-Power--Name =
| Role-Only--Replace-Shooter-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Shooter-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
| Role-Only--Replace-Shooter-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Shooter-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  ADD SKIRMISHER ONLY POWER
      SKIRMISHER ROLE ONLY
        This section lets you write a custom power that will only display if this
        monster is given the "Skirmisher" role.  Any other time, this ability will be
        invisible. It does not replace any of the default powers that skirmishers
        normally get.                                                                      -->
| Role-Only--Add-Skirmisher-Power--Name =
| Role-Only--Add-Skirmisher-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Add-Skirmisher-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
| Role-Only--Add-Skirmisher-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Add-Skirmisher-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  REPLACE "FLASH BOMB!" POWER
      SNEAK ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Sneak" role. It replaces the default "Flash Bomb!" power, which allows
        sneaks to initiate a stealth stance even while observed (hide in plain sight).
        Leave this blank if you want the "Flash Bomb!" power to appear when this monster
        is designated as a "Sneak" role.                                                    -->
| Role-Only--Replace-Sneak-Power--Name =
| Role-Only--Replace-Sneak-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Sneak-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
| Role-Only--Replace-Sneak-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Sneak-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  REPLACE "PERSONAL SPACE ISSUES" OR "DARKEN THE SKY" POWER
      SWARM ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Swarm" role. It replaces the default "Personal Space Issues" power
        (or the "Darken The Sky" power, if it is a Troop), which allows swarms to inflict
        the Distracted condition when they damage a foe (or it grants an area of affect
        ranged attack if it is a troop). Leave this blank if you want the "Personal Space
        Issues" or "Darken the Sky" power to appear when this monster is designated as a
        "Swarm" role.                                                                      -->
| Role-Only--Replace-Swarm-Power--Name =
| Role-Only--Replace-Swarm-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Swarm-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action,
        Free Action, Immediate Action, Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At
        Start of Encounter, Auto Upon Death, etc.                                          -->
| Role-Only--Replace-Swarm-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Swarm-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:


   {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
   {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
Line 998: Line 1,559:
| CombatTactics = Araneas do not wish to fight, ever.  They are ambush predators, pure and simple, whose only aim is to capture valuable slaves using their poison and webs, and perhaps carry out the occasional incidental robbery.  Whenever possible, Araneas will use their high Climb speed to attack from trees or the upper stories of buildings, and will retreat using those same avenues if they encounter stout resistance.
| CombatTactics = Araneas do not wish to fight, ever.  They are ambush predators, pure and simple, whose only aim is to capture valuable slaves using their poison and webs, and perhaps carry out the occasional incidental robbery.  Whenever possible, Araneas will use their high Climb speed to attack from trees or the upper stories of buildings, and will retreat using those same avenues if they encounter stout resistance.


:Also, if they can, Araneas will use Silken Reality to set up a tableau for the players to witness, and when the images are 'discovered,', they will flee to where the real Araneas are hidden.  They will always use Web Wall or Throw Web as their initial attack, looking to Pin or Hinder as many high-damage foes as possible, and then will charge to the attack, using bites as much as possible to poison and subdue their victims.  Note that with their Climb speed, Araneas can use a charge maneuver to run down walls and trees to the attack. Note that Web Wall blocks line of effect for the Aranea as well as their enemies, so they will often use it sparingly once one or two are on the field of battle.  
Also, if they can, Araneas will use Silken Reality to set up a tableau for the players to witness, and when the images are 'discovered,', they will flee to where the real Araneas are hidden.  They will always use Web Wall or Throw Web as their initial attack, looking to Pin or Hinder as many high-damage foes as possible, and then will charge to the attack, using bites as much as possible to poison and subdue their victims.  Note that with their Climb speed, Araneas can use a charge maneuver to run down walls and trees to the attack. Note that Web Wall blocks line of effect for the Aranea as well as their enemies, so they will often use it sparingly once one or two are on the field of battle.  


:If a combat goes poorly, they will use a five foot step to make space and cast Silken Reality in their own space.  At the next opportunity, they will flee in one direction using a move action, and will downgrade their standard action to a move action to make the image flee in a different direction, or attack, or otherwise serve as a distraction.
If a combat goes poorly, they will use a five foot step to make space and cast Silken Reality in their own space.  At the next opportunity, they will flee in one direction using a move action, and will downgrade their standard action to a move action to make the image flee in a different direction, or attack, or otherwise serve as a distraction.


:Araneas are not skilled melee combatants, and will only rarely work to set up flanks for themselves or provide cover fire for each other.  It is not uncommon for Web Wall to hinder the Silklords as much as their enemies, although their high Climb and Brachiation speeds allow them to scamper up and over the Web Walls quite well.  Any injured Aranea will seek to flee, without a thought to the welfare of its allies.
Araneas are not skilled melee combatants, and will only rarely work to set up flanks for themselves or provide cover fire for each other.  It is not uncommon for Web Wall to hinder the Silklords as much as their enemies, although their high Climb and Brachiation speeds allow them to scamper up and over the Web Walls quite well.  Any injured Aranea will seek to flee, without a thought to the welfare of its allies.






<!--  OUT OF COMBAT   -->
<!--  OUT OF COMBAT   -->


| OutOfCombat = Araneas are slavers.  They capture and sell slaves to other monstrous creatures, such as gnolls and hobgoblins, and to more legitimate slave dealers if such things exist in their world.  Using their Bluff, Sense Motive, and Diplomacy skills, combined with their Silken Self power, Araneas can be found anywhere: in the wilderness, in a city or anywhere in-between. Oddly enough, Araneas are not troubled by Doppelgangers, even though Doppelgangers will hunt Vampires with implacable fury.
| OutOfCombat = Araneas are slavers.  They capture and sell slaves to other monstrous creatures, such as gnolls and hobgoblins, and to more legitimate slave dealers if such things exist in their world.  Using their Bluff, Sense Motive, and Diplomacy skills, combined with their Silken Self power, Araneas can be found anywhere: in the wilderness, in a city or anywhere in-between. Oddly enough, Araneas are not troubled by Doppelgangers, even though Doppelgangers will hunt Vampires with implacable fury.


:Silklords are more ruthless and mercantile than lesser breeds of Aranea, and they are often found in the employ of larger tribes of monsters, acting to keep a stable of slaves docile and working smoothly with their Aranea Poison. Fire Giants, Duergar, and Fomaori are all well-known 'clients' to Silklords, and their ability to blend in serves them well in such employment.
Silklords are more ruthless and mercantile than lesser breeds of Aranea, and they are often found in the employ of larger tribes of monsters, acting to keep a stable of slaves docile and working smoothly with their Aranea Poison. Fire Giants, Duergar, and Fomaori are all well-known 'clients' to Silklords, and their ability to blend in serves them well in such employment.





Latest revision as of 21:41, 11 February 2023

Aranea Silklord (CR 18)

Pure Evil - Medium - Magical Beast (Protean)
Lore: Know (Arcana)
36 51
Basic DC Full DC
Initiative
Initiative Icon 2.png
30
Perception:
40 +30
Passive Active
Ambush:
8+
on a d20

Movement Types:

Defense

AC
Shield Icon 3.png
42
Man Def
Shield Icon 3.png
42
Monster Health
747 373 34
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +15
Refl: +20
Will: +15

Strong Against:

  • see Silken Self
  • Immune (no effect): all Poison effects

Weak Against:

  • (Protean 1) Vulnerable (1.5x damage): Silver

Offense

Size: Medium
5 ft. 10 ft.
Space Reach
To-Hit
+27
Sword Icon 3.png
Man Off
+30
Sword Icon 3.png
Action
0
Points

Standard Attack (Melee):

  • 1x Silken Bite +27 (4d10+28/x2)
    as piercing (physical, common)
    plus: Aranea Poison
  • 2x Silk-Laden Claws +27 (4d6+11/x2)
    as slashing (physical, common)

Full Attack (Melee):

  • 1x Silken Bite +27 (4d10+28/x2)
    as piercing (physical, common)
    plus: Aranea Poison
  • 1x Silk-Laden Claws +27 (4d6+11/x2)
    as slashing (physical, common)
  • 1x Aranea Stinger +27 (4d6+11/x2)
    as piercing (physical, common)
    plus: Aranea Poison

Standard Attack (Ranged):

Full Attack (Ranged):

Siege Damage: Not siege capable

Statistics

17
STR
21
DEX
17
CON
15
INT
17
WIS
15
CHA

Skills:

Languages: Common

Feats:

Special Abilities

Throw Web (Ex) Standard Action

As a standard action, Aranea Silklords may throw a specially prepared web. This is resolved as a ranged touch attack at 1d20 + 31 vs. AC (always hits on a 17+ on the die), with a range increment of 20 feet, and a max range of 60 feet. Creatures struck by the web take 4d8+19 points of poison (physical, uncommon) from the soporific venom soaking it. (This is a poison effect and is negated by immunity to poisons, and can be reduced by appropriate types of DR.) In addition, affected targets must make a reflex saving throw against a DC of 28. Those who fail the saving throw gain the Pinned condition. Those who make the saving throw gain the Grabbed condition.

Aranea Poison (Ex) Automatic after successful attack

When stung or bitten, victims are affected by Aranea Poison, which is a dreadful mind-affecting narcotic that eventually reduces victims to a state of passive obedience. Which the aranea find very useful.

Aranea Poison    (Injury vector; Poisoned intensity)
Save: Fort DC 28;     Frequency: 1/round for 3 rounds
Effect: 1d4+1 points of WIS Drain and 4d8+19 points of poison (physical, uncommon) each round.
Fruition: Victim becomes Secured, remaining conscious, but losing the ability to express their own will and can instead take only actions as requested by an Aranea or a creature designated by an Aranea.
Fruition Duration: 1 week unless re-poisoned

The fruition of an aranea's poison can be ended early with a Greater Restoration, Wish, Miracle, or any ability that behaves like one of these spells.

Silken Reality (Sp) Standard Action
  • Concentration: 1d20 + 21 vs. a DC of 33 (12 needed on the die)

As a standard action, an Aranea Silklord may cast Silken Reality. This acts in all ways as Project Image. Silken Reality lasts until the end of the encounter (or one hour if used out of combat), and has a maximum range of 300 feet. Araneas will typically begin combats (when they are not surprised) by using Silken Reality to draw in foes while they hide close by. Out of combat, an Aranea will use Silken Reality to initiate tense negotiations or spring suspected ambushes. The Will save to penetrate the Illusory Image is DC 28.

Silken Self (Sp) Swift Action
  • Concentration: 1d20 + 21 vs. a DC of 33 (12 needed on the die)

At will, as a swift action, an Aranea may use Silken Self to assume their humanoid shape. This works as Least Polymorph. In general, most Araneas have Silken Self forms as one of the core races (i.e. Human, Dwarf, Elf, Halfling, Gnome, or Fey-Kin). Many Aranea Silklords have Silken Self forms as one of the more exotic races. An Aranea's Silken Self is fixed: they always change into the same recognizable humanoid. In their Silken Self form, an Aranea can still use all of its abilities, such as bite attacks, Aranea Poison, Sting attacks, supernatural abilities, spell-like abilities, all movement types, etc.

Web Wall (Sp) Standard Action 1/Enc
  • Concentration: 1d20 + 21 vs. a DC of 33 (12 needed on the die)

Once per encounter, as a standard action, the Aranea Silklord creates a wall of thick, shimmering strands of spidersilk. This wall must stretch from one solid object to another one (a blocked square at each end), and has a maximum length of six squares with a height of twenty feet. The wall of webbing is a foot thick and makes all squares it enters blocked terrain that blocks line of effect but not line of sight. (You can peer through the Wall but it catches and stops attacks and spell effects.)

To destroy one square of the Web Wall requires one Sunder success against a target of the Silklord's Maneuver Defense of 42. For each five points by which an attacker exceeds this target, an additional adjacent square of the web may be destroyed.

When the Silklord creates the Web Wall, it may include enemy creatures in the area of effect. Each enemy so included are affected as if struck by the Silklord's 'Throw Web' ability (above). Each use of Web Wall can only affect an enemy creature once.

Aranea Silklord

Aranea Silklord

Ages ago, Araneas were a species of intelligent shape-shifting spiders, raised up by a group of deities as worshipers. Over aeons of time, many such races came to be, until the Gods decreed a Great Contest, to see which races would be Civilized, and which would not.

The Aranea were one of the many, many losers of that contest.

Bereft of their Gods, the Aranea have slowly degenerated over the passing millennia, until they are little more than beasts in the wilderness, with an uncanny intelligence and supernatural ability to take the shape of a humanoid. Every Aranea has a humanoid form, each one as unique as a human's face.

Araneas have lost much of their limpid, soulful selves in the process of devolution, and Araneas today are merely monsters, practicing robbery, mayhem, slavery, extortion, and even casual murder. Araneas can be a plague to a small settlement, and once a nest of Araneas have begun their depredations upon a settlement, the only way to solve it is to burn them out, root and branch, before they can kill or enslave every member of a local community.

Aranea Silklords are a powerful and skilled sub-breed of these Arachnoid monstrosities, who have all the abilities of their lesser brethren, including the ability to wear the guise of others, and also have the ability to hurl webs as attacks and to form barricades.

Combat Tactics

Araneas do not wish to fight, ever. They are ambush predators, pure and simple, whose only aim is to capture valuable slaves using their poison and webs, and perhaps carry out the occasional incidental robbery. Whenever possible, Araneas will use their high Climb speed to attack from trees or the upper stories of buildings, and will retreat using those same avenues if they encounter stout resistance.

Also, if they can, Araneas will use Silken Reality to set up a tableau for the players to witness, and when the images are 'discovered,', they will flee to where the real Araneas are hidden. They will always use Web Wall or Throw Web as their initial attack, looking to Pin or Hinder as many high-damage foes as possible, and then will charge to the attack, using bites as much as possible to poison and subdue their victims. Note that with their Climb speed, Araneas can use a charge maneuver to run down walls and trees to the attack. Note that Web Wall blocks line of effect for the Aranea as well as their enemies, so they will often use it sparingly once one or two are on the field of battle.

If a combat goes poorly, they will use a five foot step to make space and cast Silken Reality in their own space. At the next opportunity, they will flee in one direction using a move action, and will downgrade their standard action to a move action to make the image flee in a different direction, or attack, or otherwise serve as a distraction.

Araneas are not skilled melee combatants, and will only rarely work to set up flanks for themselves or provide cover fire for each other. It is not uncommon for Web Wall to hinder the Silklords as much as their enemies, although their high Climb and Brachiation speeds allow them to scamper up and over the Web Walls quite well. Any injured Aranea will seek to flee, without a thought to the welfare of its allies.

Out of Combat

Araneas are slavers. They capture and sell slaves to other monstrous creatures, such as gnolls and hobgoblins, and to more legitimate slave dealers if such things exist in their world. Using their Bluff, Sense Motive, and Diplomacy skills, combined with their Silken Self power, Araneas can be found anywhere: in the wilderness, in a city or anywhere in-between. Oddly enough, Araneas are not troubled by Doppelgangers, even though Doppelgangers will hunt Vampires with implacable fury.

Silklords are more ruthless and mercantile than lesser breeds of Aranea, and they are often found in the employ of larger tribes of monsters, acting to keep a stable of slaves docile and working smoothly with their Aranea Poison. Fire Giants, Duergar, and Fomaori are all well-known 'clients' to Silklords, and their ability to blend in serves them well in such employment.

Rewards

XP: 153,600

Treasure: Sellable Goods worth 67,889 gp.

Weight: 180 lbs.     Volume: 7.2 cu. ft.

Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.

Table 1: Remnant(s) Found
1 - 10 Nothing Found
11 - 14 1 Languid Remnant (tier 1)
15 - 17 1 Pale Remnant (tier 2)
18 - 19 1 Bright Remnant (tier 3)
20 Roll on Table 2
### Nothing to see here!
### Or here. Move along.
Table 2: Remnant(s) Found
1 - 5 3 Languid Remnants (tier 1)
6 - 10 3 Pale Remnants (tier 2)
11 - 14 1 Intense Remnant (tier 4)
15 - 17 1 Blazing Remnant (tier 5)
18 - 19 1 Vital Remnant (tier 6)
20 Roll on Table 3
### Or here. Move along.
Table 3: Remnant(s) Found
1 - 5 3 Bright Remnants (tier 3)
6 - 8 3 Intense Remnants (tier 4)
9 - 11 3 Blazing Remnants (tier 5)
12 - 14 3 Vital Remnants (tier 6)
15 - 17 1 Prime Remnant (tier 7)
18 - 19 1 Mythic Remnant (tier 8)
20 1 Empyrean Remnant (tier 9)