Arach

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.

Arach CR 7

XP 3,200
NE Medium monstrous humanoid
Init +7; Senses darkvision 60 ft.; Perception +18

DEFENSE

AC 19, touch 13, flat-footed 16 (+3 Dex, +6 natural)
hp 76 (9d10+27)
Fort +6; Ref +9; Will +9
Defensive Abilities spider passivism

OFFENSE

Speed 30 ft., climb 10 ft.
Melee bite +12 (1d6+2), 6 slams +12 (1d4+2), or short sword +12/+7 (1d6+2) and 5 short swords +12 (1d6+2), bite +7 (1d6+1 plus poison)
Special Attacks multispell
Spell-Like Abilities (CL 9th)

2/daysummon (level 4, 9 HD of monstrous spiders, 100%)

TACTICS

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.

STATISTICS

Str 15, Dex 17, Con 16, Int 10, Wis 12, Cha 12
Base Atk +9; CMB +11; CMD 24
Feats Blind-Fight, Improved Initiative, Iron Will, Multiweapon Fighting, Weapon Finesse
Skills Climb +17, Craft (weaving) +7, Knowledge (dungeoneering) +9, Perception +18, Stealth +19; Racial Modifiers +4 Perception, +4 Stealth
Languages Common, Undercommon

SPECIAL ABILITIES

Multispell (Ex)

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.

Poison (Ex)

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.

Spider Passivism (Ex)

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.


Arach Characters

Arachs are defined by their class levels—they do not possess racial HD. They have the following racial traits.
  • +4 Strength, +6 Dexterity, +6 Constitution, +2 Wisdom, +2 Charisma: Arachs are strong, quick, disciplined and confident.
  • Base Speed: Arachs’ base speed is 30 feet. An arach has a climb speed of 10 feet.
  • Darvision: Arachs can see in the dark up to 60 feet.
  • Racial Hit Dice: An arach begins with nine levels of monstrous humanoid,which provide 9d10 Hit Dice, a base attack bonus of +9, base saves of Fort +3, Ref +6, and Will +6.
  • Racial Skills: An arach’s monstrous humanoid levels give it skill points equal to 9 x (4 + Int modifier, minimum 1). Arachs have a +4 racial bonus on Perception and Stealth skill checks.
  • Racial Feats: An arach’s monstrous humanoid levels give it five feats.
  • AC: +6 natural armor bonus
  • Natural Weapons: An arch can fight with six slams (1d4) or one-handed weapons and a bite (1d6).
  • Special Attacks: multispell, poision, summon spiders
  • SQ: spider passivism
  • Languages: Arachs begin play speaking Common and Undercommon. Arachs with high Intelligence scores can choose from among the following bonus languages: Draconic, Giant, Goblin, Terran.