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GIANT SPIDER JAILER of CHARON/PLUTO
Name KETHYREX
Spider, Giant Black Widow Demon-Possessed Bebelith/Skeletal Champion (Colossal) CR 13
This long-legged spider has a huge, glossy black abdomen, marked on the underside with the shape of a crimson elder sign (star type)
XP 25600
N Huge Vermin (Undead) Chaotic Subtype, Evil Subtype, Undead traits, Vermin traits
Ranger level 5 (skill points 35) Dungeon Crawler (Battle Scout )
Init +6; Senses Scent, Darkvision 60, Darkvision 60, Tremorsense 60; Perception +21
DEFENSE
AC 30, Touch 10, flat footed 28 ( Scale mail, Shield, buckler)
(+2 Dex, +14 Natural, -2 size, +5 armour, +1 shield)
hp 113 (15d8+2d8+5d10+5);
Fort +9, Ref +11, Will +13 Save Modifier 2 resistance bonus on Fortitude saves against poison.
Damage reduction 10/cold iron, Resistance to Electricity 20, Channel Resistance +4, Damage reduction 5/bludeoning, Immunity to cold, Immunity to mind-affecting effects
Regeneration 5, Fast Heal 5
OFFENSE
Speed 20, climb 30ft.
Melee
Single Attack Bite +27 (2d6+12) (Poison (Ex) DC(18) (add +2 to DC) bite Bite- injury; save Fort DC; frequency 1/ round for 6 rounds; effect 1d3 Con and staggered; cure 2 saves. Save DC is Con-based with a +2 racial bonus.)
or Web +17 (2d6)
Full Attack
Bite +27 (2d6+12)(Poison (Ex) DC(18) (add +2 to DC) bite Bite- injury; save Fort DC; frequency 1/ round for 6 rounds; effect 1d3 Con and staggered; cure 2 saves. Save DC is Con-based with a +2 racial bonus.)
Claw +27 (+12)
or Web +17 (2d6) range 10
Space 15ft (3x3)ft.; Reach 10ft (2)
Special Attacks
Web DC(18) (add +4 to DC, 5 hp)
Favored Enemy (+2 attack pathfinder only) +2 damage. Number of Favored enemies = 1
Favored Enemy -2 +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against Fav Enemy
Spell-like Abilities
Spell-like Abilities (CHR) 2nd DC(12) 7/day web
Spell-like Abilities (CHR) 3rd DC(13) 5/day magic circle against good
Spell-like Abilities (CHR) 4th DC(14) 3/day poison
Spells Known:
Ranger Spells: CL 5 Concentration 5 Level 1 (1) DC 11** Needs WIS of 11 to cast **
STATISTICS
Str 34, Dex 15, Con 20, Int 12, Wis 11, Cha 10
Base Attack 17 CMB 31 ; CMD 43 CMD Bonus +12 vs. trip
Feats
Aspect of the Beast: Your bestial nature manifests itself in one of the following ways. You choose the manifestation when you choose the feat, and then you cannot change it.
Night Senses (Ex): If your base race has normal vision, you gain low-light vision. If your base race has low-light vision, you gain darkvision out to a range of 30 feet. If your base race has darkvision, the range of your darkvision increases by 30 feet.
Claws of the Beast (Ex): You grow a pair of claws. These claws are primary attacks that deal 1d4 points of damage (1d3 if you are Small).
Predators Leap (Ex): You can make a running jump without needing to run 10 feet before you jump.
Wild Instinct (Ex): You gain a +2 bonus on initiative checks and a +2 bonus on Survival skill checks.
Special: A character that has contracted lycanthropy can take this feat without having to meet the prerequisites. A ranger who selects the natural weapon combat style can take this feat without having to meet the prerequisites (even if he does not s,
Alertness: +2 Perception +2 Sense motive,
Armour Prof Medium,
Critical Focus: +4 bonus on attacks to confirm critical hits,
Eagle Eyes: You ignore up to -5 in penalties due to distance on visual Perception checks, allowing you to see accurately at much greater distances than most.,
Eldritch Claws: Natural weapons are considered both magic and silver for purpose of overcoming damage reduction.,
Endurance: +4 on checks to resist non-lethal damage,
Extra Cantrips or Orisons: Add two cantrips to your cantrips known or two orisons to your orisons known.,
Impaling Critical: Whenever you score a critical hit with the selected piercing melee weapon, you can impale your opponent on your weapon. While your opponent is impaled in this way, each time he starts his turn, you deal damage equal to your weapons damage dice plus the extra damage dice from your weapons properties. As an immediate action, you can pull your weapon out of your opponent. If your opponent is ever outside your reach, you must spend a free action to let go of your weapon or pull it out of him. Your opponent can also spend a move action to pull your weapon out. When the weapon comes out, your opponent takes damage as if starting his turn impaled. While you impale your opponent with your weapon, you cannot use it to attack, and you must hold on to it.,
Improved Initiative: +4 Initiative checks,
Intimidating Prowess: Add STR mod to CHA mod for intimidation check,
Martial Weap Prof,
Natural Spell (Mythic): When youre using wild shape, you can use spell completion and spell trigger magic items that were on your person when you changed form. You dont need to physically manipulate the items when you use them while using wild shape. Furthermore, you can speak normally when using wild shape.,
Other Feat 1: Free feet slot for house feats,
Penetrating Strike: Ignores 5 points of damage reduction ,
Shield Proficiency: Can use shields,
Simple Weapon Proficiency,
Uncanny Alertness: +1 on Perception and Sense Motive checks and a +2 bonus on saving throws against sleep and charm effects
Skills Climb 30, Handle Animal 4, Heal 10, Intimidate 18, Know Dungeon 11, Know Geography 7,
Know Nature 7, Perception 21, Profession: Soldier/Jailer: 8, Ride 8, Sense Motive 2, Stealth 6(Stealth ( webs) 10),
Survival 13, Swim 8
Languages Understands Common, Draconic, Any Elven.
ECOLOGY
Environment Any Organization Solitary, Pair, Colony 3-8 Treasure None
SPECIAL ABILITIES
Possesed Spell Vulnerability (Ex) CR 6 break enchantment
Possessed (Su)
Strong Webs (Ex) A black widows webs gain a +4 bonus to the DC to break or escape.
Advantageous Terrain-1 (Ex) Spend up to 3 rounds studying an area of favorite terrain: 1st Round: Allies gain +2 initiative
Advantageous Terrain-2(Ex) 2nd Round: Allies within line of sight gain a +2 on Perception, Stealth, and Survival
Advantageous Terrain-3(Ex) 3rd Round: movement is not hampered by difficult terrain and can take 10 on Climb, Jump and Swim
Favored Terrain +2 bonus on init, know geog, Perception, Stealth, Survival in selected terrain 1
Hunters Bond Either animal companion or bond with party that allows 1/2 favorite enemy bonus to be added to party for WIS bonus number of rounds, this takes a move action.
Track (Ex) Adds half level on Survival skill checks made to follow or identify tracks.
Wild Empathy A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result.
The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.
Web:Creatures with the web ability can use webs to support themselves and up to one additional creature of the same size. In addition, such creatures can throw a web up to eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the web spinner. An entangled creature can escape with a successful Escape Artist check or burst the web with a Strength check. Both are standard actions with a DC equal to 10 + 1/2 the creatures HD + the creatures Con modifier. Attempts to burst a web by those caught in it take a -4 penalty.
Web spinners can create sheets of sticky webbing up to three times their size. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Perception check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot-square section of web has a number of hit points equal to the Hit Dice of the creature that created it and DR 5/-.
A creature can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.
Chaotic Subtype:This subtype is usually applied to outsiders native to the chaotic-aligned Outer Planes. Most creatures that have this subtype also have chaotic alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature had a chaotic alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the chaotic subtype overcomes damage reduction as if its natural weapons and any weapons it wields are chaotically aligned.
Evil Subtype:This subtype is usually applied to Outsiders native to the evil-aligned Outer Planes. Evil Outsiders are also called fiends. Most creatures that have this subtype also have evil alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has an evil alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the evil subtype overcomes damage reduction as if its natural weapons and any weapons it wields are evil-aligned.
Possesed Spell Vulnerability (Ex):Certain powerful spells have special additional effects against demon-possessed creatures. These spells must first overcome the demon�s spell resistance (if any) to have any effect. A demon-possessed creature subjected to a dispel chaos or dispel evil spell must succeed on a Will saving throw or lose all the modifications bestowed by the demon-possessed creature template for a number of rounds equal to the opponents caster level. The demon is immediately ejected from the possessed creatures body and appears in the nearest open square. A demon-possessed creature subjected to a banishment spell must succeed on a Will saving throw or lose the template until again possessed by a demon. Failure returns the demon to its home plane, as noted in the spell description.
An antimagic field or any antimagic effect suppresses all the effects of the demon-possessed creature template. It also prevents the demon from communicating with the possessed creature, using its perceptions, and exiting its body (unless it dies) for as long as the demon-possessed creature remains in the antimagic area.
In addition, particular spells can affect the weaker demon kinds, as noted on the following table. In each case, when the spell indicated for that demon (or any demon of higher CR on the table) targets the demon-possessed creature, the demon is expelled as described for dismissal (above), assuming that the creature fails any associated saving throw and the spell penetrates the demon�s spell resistance. Spells cast by the possessed creature do not have this effect.
Possessed (Su):Each demon-possessed creature is inhabited by a specific demon. The demon can neither control the possessed creature nor read its mind, and it perceives only what the possessed creature does. The possessed creature�s alignment changes to chaotic evil until the possession ends. The demon is in constant telepathic communication with the possessed creature, imparting its thoughts and desires regardless of language. To gain the possessed creature�s cooperation, the demon usually offers telepathic suggestions that it thinks a chaotic evil creature might find appealing. While possessing another creature, the demon does not have access to any of its supernatural, spell-like, or extraordinary abilities. It cannot cast spells or take purely mental actions beyond thinking and using Intelligence-based skills. It cannot be targeted by any spell or effect (except as described under spell vulnerability), but it can be detected normally by divination spells. Damage that harms the possessed creature does not harm the possessing demon. If the possessed creature dies, the demon appears in its square. The demon can exit the possessed creature at any time as a standard action. When it does so, it appears in the nearest available open space.
Scent:This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.
The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.
When a creature detects a scent, the exact location of the source is not revealed-only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the sources location.
A creature with the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarrys odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.
Undead traits:Undead are immune to death effects, disease, mind-affecting effects (charms, compulsions, morale effects, phantasms, and patterns), paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects or is harmless). Undead are not subject to ability drain, energy drain, or nonlethal damage. Undead are immune to damage or penalties to their physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects. Undead are not at risk of death from massive damage.
Tremorsense:A creature with tremorsense is sensitive to vibrations in the ground and can automatically pinpoint the location of anything that is in contact with the ground. Aquatic creatures with tremorsense can also sense the location of creatures moving through water. The abilitys range is specified in the creatures descriptive text.
Vermin traits:Mindless: No Intelligence score, and immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms). . A vermin-like creature with an Intelligence score is usually either an animal or a magical beast, depending on its other abilities.
Darkvision 60 feet.
Proficient with its natural weapons only.
Vermin breathe, eat, and sleep.
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