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Arashaeem

by Jamie Baty

SCMC

These undead araneas retain the High Intelligence of the spider-humanoid race and still possess superior magical ability. Though they are rumoured to be failed liches, no proof of this fact has been discovered.
Arashaeem can assume the same three forms as their living counterparts
arachnid, hybrid humanoid-spider, and humanoid. The arachnid form reflects the arashaeem's hideous nature: a giant, horrifying spider with loose flesh hanging from its body and poison constantly dripping from its fangs. In humanoid form, the arashaeem resemble zombies wearing noble, if somewhat tattered, trappings. As before, the hybrid form consists of a slightly altered version of the humanoid form.
Failed lich or not, the arashaeem are still among the most dangerous undead because of their magical abilities and High Intelligence. They live in solitude, driven by the desire for power. Arashaeem spend most of their time in arachnid form, enjoying this freedom after a lifetime of hiding and secrecy. However, so strong is the aranean education, that even after death, they will not divulge the secret of the living araneas. The arashaeem do, however, build off the legends to broaden their own influence.
More people know of the arashaeem than the araneas, and some adventurers hunt the creatures for their treasure and powerful venom. Araneas also listen for details that might indicate arashaeem presence; because the undead creatures are a possible weakness in their camouflage, araneas try to eliminate them quickly and discreetly.
The arashaeem are thought by most other races to be spirits of the outer planes. Those who do connect the arashaeem to the araneas usually theorise that the araneas must have been punished by the Immortals, the entire race being turned into spirits of the netherworld. Quite often, the araneas themselves support such claims as a way of further shielding their own continued existence.
The arashaeem crave power, sometimes making deals with humanoids and offering treasure to those who will serve. These few attempt to create a power base from which they might find a way to achieve levels of magic they failed to reach during their lives. Other arashaeem are content to simply prey on humanoids. Still, all arashaeem agree that they were meant to dominate.
Arashaeem still remember any languages they learned during their lifetime. In any of their three forms, they speak in quiet, ominous whispers.

The Red Curse
Arashaeem cannot gain new Legacies. Cinnabryl is therefore useless to them, unless they possessed Legacies in life. If so, wearing cinnabryl maintains the Legacy. Because their Legacies drain cinnabryl at the regular rate, arashaeem always need a fresh supply. As they never suffer from Affliction, many arashaeem do not wear cinnabryl unless they need to use a Legacy.

Creating an Arashaeem
Arashaeem is an acquired template that can be added to any aranea (referred to hereafter as the base creature).
An arashaeem uses all the base creature's statistics and special abilities except as noted here.

Size and Type: The aranea's type changes to Undead (Shapeshifter). It keeps any other subtypes the original creature possessed. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.

Hit Dice: Increase all current and future Hit Dice to d12s.

Speed: Same as the base creature.

Armour Class: The base creature's natural armour bonus improves by +4.
Attack: An arashaeem maintains all of the attacks it possessed as an aranea.

Full Attack: An arashaeem maintains all of the attacks it possessed as an aranea.

Damage: Arashaeem inflicts 1d8 plus paralytic poison damage with their bite.

Special Attacks: An arashaeem retains the ability to cast spells, loses the
Poison (Ex) and Web (Ex) and gains those described below. Saves have a DC of 10 + 1/2 arashaeem's HD + arashaeem's Cha modifier unless noted otherwise.

Paralytic Poison (Ex): Any creature bitten by an arashaeem must make a Fortitude save or be poisoned. An arashaeem's poison causes paralysis that has a duration of 1d6+2 rounds.

Paralytic Web (Ex): In spider or hybrid form, an arashaeem can throw a web up to six 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 of up to Large size. The web anchors the target in place, allowing no movement.
An entangled creature can escape with an Escape Artist check or burst the web with a Strength check. The check DCs are Charisma-based, and the Strength check DC includes a +4 racial bonus. The web has 6 hit points, hardness 0, and takes double damage from fire.
In addition to possibly entangling a foe, the web is coated with paralytic poison, and anyone hit by the webbing must make a Fortitude save or be paralysed for 1d6+2 rounds.

Special Qualities: An arashaeem retains all the special qualities of the aranea and gains those described below.

Spell Resistance (Su): An arashaeem has a spell Resistance of 16.

Abilities: Increase from the base aranea as follows: Str +4, Dex -2 and Cha +6. As an undead creature, an arashaeem has no Constitution score.

Skills: An arashaeem has a +8 racial bonus on Bluff, Hide, Move Silently, and Sense Motive checks. It receives a +4 racial bonus to disguise checks. It also receives an additional +6 bonus to Listen and Spot checks. Otherwise, skills are the same as the base aranea.

Feats: Arashaeem have the same feats as the base creature.
Environment: Any
Organisation: Solitary
Challenge Rating: Same as the base creature +2.
Treasure: Triple standard.
Alignment: Changes to Evil.
Advancement: By character class.
Level Adjustment: Same as the base creature +5.

Sample Arashaeem (former 6th Level Aranea Wizard)
Medium Undead (Shapeshifter)
Hit Dice: 9d12 (58 hp)
Initiative: +5 (+1 Dex, +4 Improved Imitative)
Speed: 50 ft. (10 squares), Climb 25ft
Armour Class: 17 (+1 Dex, +6 natural), touch 9, flat-footed 35
Base Attack/Grapple: +6/+8
Attack: Bite +8 melee (1d8 + 2 + Paralytic Poison) or By Weapon or paralytic web +6 ranged
Full Attack: Bite +8 melee (1d8 + 2 + Paralytic Poison) or By Weapon or paralytic web +6 ranged
Space/Reach: 5 ft. /5 ft.
Special Attacks: Paralytic Poison, Paralytic Web, Spells
Special Qualities: Change shape, darkvision 60 ft., low-light vision, Spell Resistance 16, Undead Traits
Saves: Fort +5, Ref +6, Will +10
Abilities: Str 15, Dex 13, Con -, Int 16, Wis 15, Cha 20
Skills: Bluff +14, Climb +16, Concentration +14, Disguise +10, Escape Artist +4, Jump +15, Knowledge (arcane) +11, Listen +7, Sense Motive +10, Spellcraft +11, Spot +7
Feats: Improved Initiative, Iron Will (B), Empower Spell, Quicken Spell (B), Scribe Scroll, Spell Penetration, Weapon Finesse
Environment: Any
Organisation: Solitary
Challenge Rating: 12
Treasure: Triple Standard
Alignment: Usually Chaotic, Always Evil
Advancement: By character class
Level Adjustment: +5

This thoroughly corrupt creature was once an aranea. The base ability scores of the aranea were Str 11, Dex 15, Con 14, Int 14, Wis 13, Cha 14, with two additional points from levelling placed in Int.

Combat
This arashaeem is proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armour or shield. As when it was alive, this creature prefers magic over physical combat. It casts spells as a 9th-level level wizard, still holding to the aranean preferences for illusion and charm and their aversion to all fire-based spells. It employs stealth when possible, attacking from behind webbing or dropping down quietly from above.

Paralytic Poison (Ex): Any creature bitten by an arashaeem must make a Fortitude save vs DC 19 or be poisoned. An arashaeem's poison causes paralysis that has a duration of 1d6+2 rounds.

Paralytic Web (Ex): In spider or hybrid form, an arashaeem can throw a web up to six 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 of up to Large size. The web anchors the target in place, allowing no movement.
An entangled creature can escape with an Escape Artist check vs DC 19 or burst the web with a Strength check vs DC 23. The check DCs are Charisma-based, and the Strength check DC includes a +4 racial bonus. The web has 6 hit points, hardness 0, and takes double damage from fire.
In addition to possibly entangling a foe, the web is coated with paralytic poison, and anyone hit by the webbing must make a Fortitude save vs DC 19 (Cha based) or be paralysed for 1d6+2 rounds.

Spells: This arashaeem can cast spells as a 9th level wizard. It may cast 4/5/4/4/2 spells per day.

Change Shape (Su): An arashaeem's natural form is that of an undead Medium monstrous spider. It can assume two other forms. The first is a unique Small or Medium humanoid with a zombie-like appearance; an arashaeem in its humanoid form always assumes the same appearance and traits, much as a lycanthrope would. In humanoid form, an arashaeem cannot use its bite attack, webs, or poison.
The second form is a Medium spider-humanoid hybrid. In hybrid form, an arashaeem looks like an undead Medium humanoid at first glance, but a DC 18 Spot check reveals the creature's fangs and spinnerets. The arashaeem retains its bite attack, webs, and poison in this form, and can also wield weapons or wear armour. When in hybrid form, an arashaeem's speed is 30 feet (6 squares).
An arashaeem remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, nor does an arashaeem revert to its natural form when killed. A true seeing spell, however, reveals its natural form if it is in humanoid or hybrid form.

Skills: This arashaeem has a +8 racial bonus on Bluff, Hide, Move Silently, and Sense Motive checks. It receives a +4 racial bonus to Disguise checks. It also has a +8 bonus to Listen and Spot checks, and a +2 racial bonus to Jump checks. They have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks even if rushed or threatened.

Undead Traits: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, and any effect that requires a fortitude save unless it also works on objects. Not subject to critical hits, subdual damage, ability damage, ability drain, energy drain, or death from massive damage. It cannot be raised, and resurrection works only if it is willing. The creature has darkvision 60 ft. unless otherwise noted.

The Red Curse
This arashaeem does not possess a Legacy, and does not need cinnabryl.