Hey Zechi! Ich glaube die Info mit dem Schwert im Lolth Tempel hast du aus Lost Empires oder? Irgendwie vermute ich, dass im kommendem Jahr 1375 (Jahr des Aufstieg des Elfenvolkes) die Wizards irgendwas mit den Klingen geplant haben. Vielleicht werden sie zurückerlangt und die Elfen beanspruchen Cormanthor für sich ... Ich meine das entsprechende Vorschläge dort zu finden sind.
Was wollen die Characktere eigentlich letztlich mit der Waffe? Wirst du ihnen auch die anderen beiden Waffen zuspielen? Ach ja und vor allem wird sich die Klinge einen in der Gruppe als Träger aussuchen? Ich glaube die Konsequenzen sind recht verherrend wenn sie das nicht tut ...
Du könntest das vielleicht mal in Spoiler setzen.
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In der Tat habe ich die Grundidee aus Lost Empires of Fearun. Die SC kriegen den Tip nachdem sie der Gottheit Shaundakul einen gefallen getan haben. In dem konkreten Abenteuer werden sie sie brauchen, um vor allem die Epic DR einiger Wesen zu durchbrechen. Ich habe sie aber zu einer +6 Waffe gemacht. An die offizielle Timeline halte ich mich sowieso nicht oder nur grob. Ich spiele ja auch in dieser Kampagne im Jahr 1384. Auf lange Sicht verspricht sich der Charakter der die Klinge nehmen wird, Myth Drannor zu befreien und wiederherszustellen, auch wenn ich nicht denke das wir das ausspielen werden, da nach dem aktuellen Abenteuer das ganze wohl erstmal zu Ende sein wird. Du kannst das Abenteuer bisher übrigens in der SH zu Bastion of Broken Souls nachlesen.
Hier übrigens die Version der Arachnilith die ich vermutlich verwenden werde. Bei der letzten Session hat es zeitlich nicht mehr gereicht bis zu diesem Punkt zu kommen.
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Arachnilith - Champions of the Spider Queen
(in a way a Arachnoid Marilith)
Large Outsider (Chaotic, Extraplanar, Evil) -
Hit Dice: 16d8+144 (216 hp)
Initiative: +4
Speed: 50 ft. (10 squares), climb 25 ft. (5 Squares)
Armor Class: 33 (–1 size, +6 Dex, +18 natural), touch 15, flat-footed 27
Base Attack/Grapple: +16/+29
Attack: whip +25 melee (2d6+9/19–20) or dagger +25 or slam +24 melee (1d8+9) or bite +24 melee (1d8+9 plus poison), or impalement +20 (3 to 8x 1d8+9)
Full Attack: Whip +25/+20/+15/+10 melee (1d4+9) and 3 dagger +25 melee (1d6+4/19–20), two leg attacks (1d8+4) and bite +22 melee (1d8+4 plus poison); or 4 slams +24 melee (1d8+9), two leg attacks (1d8+4) and bite +22 melee (1d8+4 plus poison), or impalement +20 three to eight (1d8+9 each)
Space/Reach: 10 ft./10 ft.
Special Attacks: Impalement, poison, spell-like abilities, summon demon/monster, summon yochlol, web
Special Qualities: Damage reduction 10/good and cold iron, darkvision 120 ft., immunity to electricity and poison, immunity to mind-effecting affects, resistance to acid 10, cold 10, and fire 10, spell resistance 27, telepathy 100 ft.
Saves: Fort +19, Ref +16, Will +14
Abilities: Str 29, Dex 23, Con 29, Int 14, Wis 18, Cha 24
Skills: Bluff +16, Concentration +28, Climb +22, Diplomacy +10, Disguise +7 (+9 acting), Hide +25, Intimidate +20, Listen +31, Move Silently +29, Search+21, Sense Motive +23, Spellcraft +21 (+23 scrolls), Spot +31, Survival +4 (+6 following tracks), Use Magic Device +16 (+18 scrolls)
Feats: Combat Expertise, Combat Reflexes, Improved Trip, Multiattack, Multiweapon Fighting, Quicken Spell-like ability (jump),
Environment: Demonweb Pits, underground
Organization: Solitary or pair
Challenge Rating: 18
Treasure: Standard coins; double goods; standard items, plus 4 magic weapons
Alignment: Always chaotic evil
Advancement: 17–20 HD (Large); 21–48 HD (Huge); or by character class
Level Adjustment: —
What looks at first glance like a large drider is soon be found out to be something far more devastating. A beautiful, jet-black torso of a female humanoid with six arms is placed upon a large and smooth spider-body. An arachnilith usually holds a longsword in each of its six hands and wears many bangles and jewels. It stands about 9 feet tall and measures about 12 feet in length, weighing some 3,000 pounds.
These creatures are the guardians of Lolth's most sacred places and shrines, appearing as soon as someone uninvited enters. They appear to be a hybrid of the fearsome mariliths of the Abyss and driders, created willingly to immortally serve the Spider Queen. They often work alone or in conjunction with a yochlol or two.
Combat
Arachniliths are masters of tactics and warfare, yet love physical combat and never pass up an opportunity to fight. Each of an arachnilith’s six arms can wield a weapon, and the creature gets an additional three weapon attacks with its primary arm. Arachniliths seldom rush headlong into battle, however, preferring to hang back and size up the situation first while enhancing themselves with spells. They always seek to gain the best possible advantage from the local terrain, obstacles, and any vulnerability or weakness in their opponents.
An arachnilith’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.
Impalement: Against formidable prey, the arachnilith jumps high into the air to land atop an opponent, with all eight legs together in a tight mesh of blades. It makes only a single attack roll (+20 (HD + Dex)) but if that attack is successful the opponent takes from three leg blades if size Small or smaller, four blades if Medium-size, five blades if Large, six if Huge, and all eight legs if Gargantuan or larger. If the marilith drider descents more than 20 feet to make this attack, it adds +1 point of damage to each leg. Someone of equal or less size than the arachnilith is pinned beneath it by the legs and the weight of the creature.
Poison (Ex): The bite of a arachnilith delivers a debilitating poison that deals 2d6 of Str damage (initial and secondary). The saving throw DC for the poison is 27 (10 + 1/2 HD + 9 (Con)).
Web (Ex): A arachnilith may weave a weblike-cocoon around anyone ot has slain or otherwise rendered helpless in 1d6 rounds. A Strength check DC 20 is needed to break out of such a cocoon, but no Escape Artist check is possible once the cocoon has been finished. Else it has a DC of 25.
Spell-Like Abilities: At will—align weapon, blade barrier (DC 23), clairaudience/clairvoyance, dancing lights, darkness, detect good, detect law, detect magic, dispel magic, faerie fire, jump, levitate, polymorph, greater teleport (self plus 50 pounds of objects only), suggestion (DC 20), unholy aura (DC 25). Caster level 16th. The save DCs are Charisma-based.
Summon Demon (Sp): Once per tenday an arachnilith can attempt to summon 1 Yochlol with a 50% chance of success or another archnilith with a 20% chance of success. This ability is the equivalent of a 5th-level spell.
Summon Spider (Sp): Once per day an archnilith can attempt to summon 2d10 large fiendish monstrous spiders, 1d4 huge fiendish monstrous spiders or one fiendish colossal monstrous spiders with a 50% chance of success. This ability is the equivalent of a 5th-level spell.
True Seeing (Su): Arachniliths continuously use this ability, as the spell (caster level 16th).
Skills: Arachniliths have a +8 racial bonus on Climb, Listen, and Spot checks. They have a +4 racial bonus on Hide and Move silently. A arachnilith may take 10 on any climb checks even wehn threatened or distracted.
Feats: In combination with its natural abilities, an Arachnilith’s bonus Multiweapon Fighting feat allows it to attack with all its arms at no penalty. (Changed from standard marilith!)
Dank nochmal an Zanan, für die Unterstützung
Kommentare sind natürlich erschwünscht.
@Drobo
Das LoM habe ich nicht und der Megapede passt nicht ganz so (nur vom CR aber ist ja keine Spinne) und ist mir auch zu groß, da das Vieh Colossal ist. Aber danke für die Hinweise.
Gruß Zechi