Addath

This creature appears to be a giant twenty-legged spider with no head. Its underside holds a large ravenous maw from which four long foul tentacles emerge.
 

Addath (CR 16)

Huge Aberration
Alignment: Chaotic Evil
Initiative: +6
Senses: Blindsight 60 feet, Darkvision 60 feet, Tremorsense 60 feet; Perception +26
  Speed: 40 feet, Climb 40 feet
Space: 15 feet
 

Defense

Armor Class: 28, touch 10, flat-footed 26 (+2 Dex, +18 natural, -2 size)
Hit Points: 220 (21d8+126)
Saving Throws: Fort +15, Ref +11, Will +14
bristles, spider poison immunity
Damage Reduction: 15/ cold iron
Energy Resistance: cold 20, fire 20
Spell Resistance: 27
 

Offense

Melee: 4 tentacles +24 (2d6+10 plus Grab), bite +24 (4d6+10 plus poison)
Reach: 10 feet
  Special Attacks: bristles, Constrict (2d6+10), poison, Swallow Whole (4d6+15 acid damage, AC 19, 22 hp)
 

Statistics

StrDexConIntWisCha
31 (+10) 15 (+2) 23 (+6) 12 (+1) 14 (+2) 14 (+2)
Base Attack Bonus: +15
CMB +27 (+31 Grapple)
CMD 39 (51 vs. Trip)
  Feats: Bleeding Critical, Cleave, Critical Focus, Great Fortitude, Improved Critical (Tentacle), Improved Initiative, Lightning Reflexes, Vital Strike, Weapon Focus (bite), Weapon Focus (Tentacle)
  Skills: Acrobatics +15, Climb +42, Escape Artist +26, Perception +26, Stealth +18, Survival +16
  Languages: Common, Undercommon
 

Special Abilities

Bristles (Ex)

Long bristles cover the addath's spidery legs. With the addath's erratic movements in combat, any creature adjacent to and attacking the addath has a chance of being hit by the bristles. Each time a creature attacks an addath with a melee attack it must make a DC 22 Reflex save to avoid being punctured by several bristles. Each time a creature is punctured by these bristles, it takes 1d6 points of piercing damage and is exposed to the addath's poison. A creature that grapples an addath is automatically hurt by these bristles. The save DC to avoid the bristles is Dexterity-based.

Poison (Ex)

Bristles or bite-injury; save DC 26 Fort; frequency 1/round for 6 rounds; effect 1d6 Strength damage; cure 2 consecutive saves. The save DC is Constitution-based.

Spider Poison Immunity (Ex)

An addath is immune to the venom of ordinary spiders, giant spiders, and phase spiders.

Tentacles (Ex)

The addath's tentacles are always a primary attack for the creature. It can transfer a grabbed creature from a tentacle to its mouth as a move action.
 

Ecology

Environment: Any Underground
Organization: solitary
Treasure: standard

  The addath is a fearsome subterranean hunter that makes its home in caves, caverns, and ruins. It is a highly aggressive predator that paralyzes its victim, carries it back to its nest, and devours it at its leisure. Addaths do not spin webs, but live in large tunnels and chambers or within ruined structures that can accommodate their massive size. Addath lairs are typically littered with the bones and carcasses of uneaten meals and so emanate the stench of death that is easily detectable (and functions as a warning to others not to intrude).
  An addath stands almost 20 feet tall. Its body is dark in color and covered with dark (usually black) hairs. Its legs are long and sleek and covered in deadly black bristles. The creature's mouth is located on its underside and is surrounded by four long tentacles. The tentacles are slick and hairless and either dark brown or black in color. The creature's eyes, tiny and almost undetectable are spaced evenly around its central form.
  Addaths, when hunting, attack from ambush, usually clinging to an overhang or ceiling and waiting for prey to pass beneath. Some prefer hiding in shadows and springing out when prey is detected, and still others prefer hiding in huge pits and holes, rushing forth whenever their tremorsense detects movement in the area. Addaths attack by grabbing their prey with their tentacles biting it repeatedly. Addaths try to stay in melee range at all times, knowing eventually a creature can't help but contact its poisonous bristles.

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