This six-armed humanoid has a lithe build and stands just under seven feet tall. It has a narrow aquiline face and bony plates protruding from its thorax and limbs.
Speed 30 ft., climb 10 ft.
During Combat All arachs summon spiders in the first round of combat if possible to absorb larger numbers of enemies or quickly overwhelm smaller numbers of foes.
Str 15, Dex 17, Con 16, Int 10, Wis 12, Cha 12
An arach spellcaster (one that has taken levels in a spellcasting class) can cast multiple spells in a given round. If each spell is 3rd-level or less, an arach can cast up to three spells per round; 4th- or 5th-level spells, two per round. An arach cannot multispell spells higher than 5th-level.
Arach Venom: Bite—injury; save Fort DC 17; frequency 1/round for 4 rounds; effect 1d4 Str; cure 1 save. An arach can also coat a single weapon it wields with this poison as a move action. The save DC is Constitution-based.
No spiders, monstrous spiders, phase spiders, temporal crawlers, sand stalkers, arachnid werecreatures (such as werespiders) or other spider-like creatures with an Intelligence of 8 or less willingly attack an arach. They can be forced to do so through magical means however. If the arach or one of its allies attacks the creature first, this passivism is negated for that creature for 24 hours.
Arachs are defined by their class levels—they do not possess racial HD. They have the following racial traits.