Spyder Fiend, Phisarazu [1766]

Climat/Terrain Any
Organisation Pack
Fréquence Peu commun
Diète Carnivore
Cycle d'activité Any
Intelligence 11-12 - Très intelligent
Trésor U (Nil)
Alignement Chaotic Mauvais
Nombres 2-8
Classe d'armure -3
Mouvement Au sol : 18''
Vol : - Classe de vol :
Nage :
Enfouissement :
Web : 15"
Dés de vie 9+1
Thac0 11
Nbre d'attaques 3
Dommage / attaques 2-12/1-3/1-3 or 2-12/by weapon
Attaques spéciales Poison, see below
Défenses spéciales Webs, immunities, +2 or better magical weapons to hit
Résistance à la magie 50%
Taille L - larger than man-sized ( 7+' to 12' )
(7½’ long)
Morale 15-16 - Champion
Valeur en XP 18000 xp

Commentaires : In its natural form, a phisarazu is a repulsive creature whose gross spider’s body is covered with stiff, wiry hair. It has a scruffy wolf’s head and neck. Two pale humanoid arms sprout from the base of the neck, and a craggy line of knobby, hairless lumps runs down the back of the neck to the tip of the creature’s globular abdomen. Its coat is mostly black, sometimes with a green or blue tints, swirled, striped, or spotted with various shades of gray, green, or blue. The arms are smooth and sickly, but fairly strong, ending in fivefingered hands with clawed digits. The lumps are coal black or oily blue. The creature’s arms and hands are fully functional and capable of using tools or weapons.
A phisarazu weighs about 450 pounds.
Phisarazu are capable of speech in almost any tongue, though their conversation is usually punctuated by panting and growling. They can speak and understand the feral language of kakkuu and can telepathically communicate with any intelligent creature.
Combat : A phisarazu’s bite is poisonous. The venom is similar to a kakkuu’s, but faster acting (the onset time is 1d3 rounds) and slightly more potent. Opponents who fail their saving throws vs. poison check Constitution every 2d6 hours to recover. Even if the saving throw succeeds, the victim suffers a -3 penalty to Dexterity for 2d6 rounds.
Phisarazu have the standard tanar’ri spell-like abilities. Their infravision has a 90-foot range. Their gate ability allows them to summon 2d10 kakkuu, 1d8 spithriku, or 1d4 phisarazu three times a day with a 50% chance of success. Phisarazu have the following additional spell-like abilities: at will, they can cause fear (as the 4th level wizard spell) in a single creature by touch, become invisible, or use alter self. Three times a day they can cast telekinesis, forget, and mirror image. All spell-like abilities function at 9th level.
Phisarazu can employ all the silk-producing abilities that spithriku do, except that the phisarazu entangle ability can be used every two rounds. In addition, phisarazu can fire a mass of iridescent silken strands every two rounds. The threads can blind opponents and reveal invisible creatures just as the 2nd level wizard spell glitterdust does. The range is 30 yards.
Phisarazu cannot be trapped in webs of any kind. Sensory hairs on their arms and snouts allow them to detect invisible creatures within 40 feet. The ability is continuously active and is never foiled by nondetection spells or items that foil divination spells. Phisarazu never suffer melee or movement penalties for darkness.
Though their clawed hands are effective weapons, phisarazu are usually armed. They can employ a melee weapon in each hand at no penalty. Their favorite melee weapons are scimitars and morning stars, through a few carry lighter, more easily concealed weapons such as short swords. The average phisarazu also carries a short bow or two hand crossbows.
Phisarazu are cunning and mercyless; they love a good ambush and freely use their darkness and invisibility powers to catch opponents unawares. When subjected to physical attack, they employ their mirror image power to avoid damage. In large battles, they are fond of using their alter self ability to appear as weaker creatures (such as driders, giant crabs, or kakkuu) so as not to draw attention to themselves. When employing alter self, phisarazu are limited to basically arachnid forms with 10 limbs. When assuming a crablike form, a phisarazu can swim at a rate of 9 and breathe underwater.
Habitat / Société : Phisarazu resent anything less loathsome than themselves, which is about just everything, and delight in tormenting creatures that are weaker or less intelligent than they. Between their cruelty and their resentment, there are very few creatures in the multiverse that phisarazu do not perceive as either enemies or potential victims.
Though they usually prowl the land areas of the Steaming Fen, their alter self ability allows them to hunt everywhere. The Queen of Chaos often puts a phisarazu in charge of a group of kakkuu when their mission is beyond the capacity of the less intelligent spithriku. The Queen of Chaos’s rare contributions to the Blood War (an age-old conflict between the tanar’ri and the baatezu) usually consist of lightning raids by mobs of phisarazu. Other tanar’ri lords sometimes bargain with the Queen of Chaos to acquire phisarazu guards, which are valued for their ability to detect invisible foes.