Acrosapien, Keran (3.5e Creature)
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Acrosapien | |
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Size/Type: | Medium Aberration |
Hit Dice: | 15d8 (172 hp) |
Initiative: | +10 |
Speed: | 50 ft. (10 squares), Climb 50 ft |
Armor Class: | 35 (+10 Dex, +15 Natural), touch 20, flat-footed 25 |
Base Attack/Grapple: | +11/+23 |
Attack: | Bite +23 melee (1d6+12 plus poison) or by weapon +23 melee |
Full Attack: | 1 Bite +23 melee (1d6+12 plus poison) and 6 claws +23 melee (1d6+6) or by weapon +23/+18/+13 melee |
Space/Reach: | 5 ft./5 ft. |
Special Attacks: | Poison, Web, Assimilate Weapon |
Special Qualities: | Dark Vision 60', Mimicry, Leap, Spider Climb, Scent, Assimilate Enemies, Tremorsense, Uncanny Dodge, Improved Uncanny Dodge, Evasion, Improved Evasion, Spell Resistance 25 |
Saves: | Fort +13, Ref +15, Will +16 |
Abilities: | Str 34, Dex 30, Con 24, Int 14, Wis 24, Cha 14 |
Skills: | Balance +17, Bluff +8, Climb +18, Hide +21, Jump +28, Listen +13, Move Silently +17 (+25 in web), Search +9, Spot +23, Survival +13, Tumble +17 |
Feats: | Combat Reflexes, Improved Multiattack, Improved Multiweapon Fighting, Improved Web, Multiattack, Multiweapon Fighting |
Environment: | Warm Forest or Underground |
Organization: | Solitary or Colony (5-10) |
Challenge Rating: | 15 |
Treasure: | Standard |
Alignment: | Usually Neutral Evil (with a Lawful Evil minority) |
Advancement: | By Class levels or 16-22 HD (Medium), 23-30 HD (Large) |
Level Adjustment: | - |
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The jungles are forbidden for good reason. We will not escort you there, and if you mention going again you will not leave this village.
Acrosapiens appear to be semi-humanoid spiders, with 2 legs, 6 arms, and a great spiders head with 8 eyes. Common colorations are black with red patterns, but this differs from region to region. Current origin is unknown, but their predilection for becoming assassins points towards the usual 'insane mage creating minions' theory. This is backed up by their being fairly rare and quite powerful for their size. Acrosapiens speak Common, Infernal, and their own language. Their speaking Infernal puts them at odds with the idea that they were made by Demons, and the Spider Riders refuse to speak about them. Acrosapiens are proficient in all Simple and Martial Weapons as well as any weapon they have assimilated.
Combat
Acrosapiens tend to sneak up on opponents and web them before flurrying them with weapons, one of which is usually poisoned.
Poison (Ex): The Acrosapien's bite is poisonous. Injury, DC 24 Fortitude Save, Initial and Secondary damage is 2d8 Str.
Web (Ex): Acrosapiens sometimes wait in their webs or in trees, then lower themselves silently on silk strands and leap onto prey passing beneath. A single strand is strong enough to support the Acrosapien and one creature of the same size. They can also throw a web 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 Acrosapien. An entangled creature can escape with a successful Escape Artist check or burst it with a Strength check . Both are standard actions whose DCs are given in the table below. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus. Acrosapiens often create sheets of sticky webbing from 5 to 60 feet square. 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 Spot 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 section has the hit points given on the table, and sheet webs have damage reduction 5/—. An Acrosapien can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.
Size | Escape Artist DC | Break DC | Hit Points |
---|---|---|---|
Medium | 16 | 20 | 14 |
Large | 20 | 24 | 16 |
Assimilate Weapon (Su): The Acrosapien can attune itself to a single weapon as a Full Round Action. This ritual makes the weapon absorb into the Acrosapien's body. The Acrosapien can from then onward make the weapon melt out of him at will as a free action (The new weapon is the same as the original weapon). The Acrosapien can then re-absorb it into themselves at will as a free action. An Acrosapien can only have one weapon merged at a time. Weapons that have been assimilated are now poisoned, and do poison damage similar to the Acrosapien's bite.
Mimicry (Ex): An Acrosapien can mimic any voice sound it has ever heard. Listeners must make a DC 19 Willpower Save to detect the ruse (Save DC is Charisma Based).
Leap (Ex): You take no penalties for making a Jump Check without a running start, and your jump height is not limited by your Size Class.
Spider Climb (Ex): Acrosapiens can climb as though they permanently have a Spider Climb spell in effect on their person, but they can move at their Base Land Speed.
Assimilate Enemies (Ex): By devouring the corpse of another formerly living being the Acrosapien learns to take it's form. It must devour more than half of the corpse (not necessarily all at once), and then it can Shapeshift (as per the spell) at will into that creature for the next 24 hours (it can 'remember' a maximum of 2 additional forms at a time. It's size is limited to Small, Medium, or Large, and it can only mimic living beings whose corpse it can feed on (so no Constructs, Elementals, Outsiders, or Undead).
Tremorsense (Ex): An Acrosapien can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with the Acrosapien's webs.
Uncanny Dodge (Ex): An Acrosapien can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.
Improved Uncanny Dodge (Ex): An Acrosapien can no longer be flanked. This defense denies another rogue the ability to sneak attack the Acrosapien by flanking her, unless the attacker has at least four more rogue levels than the target does.
Evasion (Ex): An Acrosapien can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless Acrosapien does not gain the benefit of evasion.
Improved Evasion (Ex): Improved evasion is like evasion, except that even on a failed saving throw the character takes only half damage.
Skills: Acrosapiens get a +10 Racial Bonus on Jump and Spot Checks. They also gain a +8 Circumstance Bonus to Move Silently Checks made while in their webs, and a +4 Racial Bonus to Hide Checks.
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