Spyder Fiend, Lycosidilith [1767]

Climat/Terrain Any
Organisation Solitary
Fréquence Très rare
Diète Carnivore
Cycle d'activité Any
Intelligence 15-16 - Intelligence exceptionnelle
Trésor Z (Nil)
Alignement Chaotic Mauvais
Nombres 1-4
Classe d'armure -4
Mouvement Au sol : 18''
Vol : - Classe de vol :
Nage :
Enfouissement :
Web : 15"
Dés de vie 10+6
Thac0 9
Nbre d'attaques 3
Dommage / attaques 2-16/1-4/1-4 or 2-16/by weapon +6/by weapon +6
Attaques spéciales Poison, see below
Défenses spéciales Webs, immunities, +2 or better magical weapons to hit
Résistance à la magie 60%
Taille L - larger than man-sized ( 7+' to 12' )
(8’ long)
Morale 15-16 - Champion
Valeur en XP 22000 xp

Commentaires : A lycosidilith has a sleeck, hairless spider body. Chitinous plates cover the creature’s back and belly. The wolf head is furry, but backed by bony plates. A lycosidilith is usually green or blue overall, with yellow, black, or orange speckles, spots, or rings. The bony plates on the wolf head are the same color as the rest of the creature’s body, but the fur is typically black or gray. Two robust humanoid arms sprout from the base of the neck.
A lycosidilith weighs about 400 pounds.
Lycosidiliths have pleasant voices that belie their monstrous appearance. They can converse eloquently in any language. They also can speak and understand the feral language of kakkuu and can telepathically communicate with any intelligent creature.
Combat : A lycosidilith’s poisonous bite is very dangerous. The venom has an onset time of 1d3 rounds, and the victim falls into a semi-consciousness state (unable to move, think, or act) if he fails a saving throw vs. poison. The victim can attempt a Constitution check every 2d6 hours to awaken. Even if the saving throw succeeds, the victim suffers a -3 penalty to Dexterity for 2d6 rounds. Additional bites do not increase the penalty, but they extend its duration. A slow poison spell applied before the onset time expires negates the penalty.
Further, the venom destroys tissue if the bite is not treated. Even if the saving throw succeeds, the victim develops a festering sore within 2d8 hours. Initially, the victim loses one hit point and an additional hit point each day the sore goes untreated. A neutralize poison spell ends the effect, but does not heal the damage. Multiple bites cause multiple sores, but a single neutralize poison spell can treat all a victim’s sores.
Lycosidiliths 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, 1d4 phisarazu, or 1 lycosidilith three times a day with a 60% chance of success. Lycosidiliths 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, alter self and telekinesis. Three times a day they can cast forget, mirror image, and polymorph self. All spell-like abilities function at 10th level.
Lycosidiliths have all the silk-producing abilities of phisarazu, except that the lycosidilith entangle ability can be used every two rounds and has a larger area of effect (the cone is 50 feet long), and their glitterdust ability has a range of 40 yards. Lycosidiliths can create a web effect (as the 2nd level wizard spell) once every three rounds. Lycosidiliths’ webs have a range of 50 yards and are only 50% likely to burn each round that fire is applied to them, no matter what form the webbing takes.
Lycosidiliths cannot be trapped in webs of any kind. Sensory hairs on their arms and snouts allow them to detect invisible creatures within 50 feet. The ability is continuously active and is never foiled by nondetection spells or items that foil divination spells. Lycosidiliths never suffer melee or move meet penalties for darkness.
Though their clawed hands are effective weapons, lycosidiliths usually are 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. Most lycosidiliths also carry a short bow or darts. Lycosidiliths are powerful, and their arms are as strong as an ogre’s. The creatures gain a +6 damage bonus on armed attacks, and their missile weapons are modified to take advantage of their strength.
Like phisarazu, lycosidiliths are masters of ambush, and freely use their darkness and invisibility powers to catch opponents unawares. They frequently use their polymorph self ability to appear as harmless creatures such as normal humans or normal animals. Like the phisarazu, lycosidiliths are limited to basically arachnid forms with 10 limbs when employing their alter self powers, so they prefer to polymorph themselves instead.
Habitat / Société : Like phisarazu, lycosidiliths use alter self to prowl the whole of the Steaming Fen, though they spend most of their time on land. A corps of lycosidiliths acts as personal guards and servants to the Queen of Chaos. The queen also employs them as ambassadors and for other missions that require subtlety and tact. There is great rivalry between lycosidiliths and phisarazu. The latter resent the lycosidiliths’ greater status and intelligence (not to mention their more refined appearance). In turn, the lycosidiliths regard the more numerous phisarazu as a threat. The lycosidiliths respond by seeking protection from more powerful fiends or by surrounding themselves with lesser tanar’ri guards. The lycosidiliths also use their influence with the Queen of Chaos to make sure the phisarazu continue to carry the brunt of the Blood War.