Combat

A nerubian spiderlord tries diplomacy first, after which he switches to his spell-like abilities. Melee combat is a spiderlord's last resort. They do not use web attacks like common nerubians.

Poison (Ex): Injury (bite), Fortitude DC 21, 1d8 Strength/1d8 Strength. The save DC is Stamina-based.

Spell-Like Abilities: At will—cause fear (DC 15), charm person (DC 15), detect thoughts (DC 16), frost armor, summon swarm; 3/day—arcane intellect, blizzard, eagle's splendor, frostbolt (DC 17), frost nova (DC 17), hold person (DC 17), suggestion (DC 18). Caster level 14th; save DCs are Charisma-based.

Frozen Mind (Ex): Nerubian spiderlords are immune to mind-affecting and fear effects and to telepathy.

Web (Ex): Nerubian spiderlords do not throw webs like common nerubians. They can spin a single strand to ascend or descend at their climb speed, however. The strand can hold the weight of the spiderlord and one creature of Large or smaller size.

Some nerubians (but not spiderlords) can instead create sheets of webbing; all nerubians can move across this nerubian webbing at their climb speed.

Skills: A nerubian spiderlord has a +4 racial bonus on Spot checks and on Stealth checks made to hide. A spiderlord also has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.

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