Ok 3rd attempt of the Dokufu is done what do you think?
As this is a spider monster there are some parts I borrowed from Oslecamo many works (mostly monsterous spider, aranea)
Dokufu
HD10
Level | BAB | Fort | Ref | Will | Feature |
1 | +1 | +2 | +2 | +0 | Dokufu body, Dex +2 |
2 | +2 | +3 | +3 | +0 | Silk, Web, Con +1, Dex +1 |
3 | +3 | +3 | +3 | +1 | Lure transformation, Dex +1, Str +1 |
4 | +4 | +4 | +4 | +1 | Juvenile Molt, Con +1, Str +1 |
5 | +5 | +4 | +4 | +1 | Implant eggs, Con +1, Str +1 |
6 | +6 | +5 | +5 | +2 | Vomit spawn, Con +1, Str +1 |
7 | +7 | +5 | +5 | +2 | Improved Lure transformation, Con +1, Str +1 |
8 | +8 | +6 | +6 | +2 | Adolescent Molt, Con +1, Str +1 |
9 | +9 | +6 | +6 | +3 | Arachnophobia, Con +1, Str +1 |
10 | +10 | +7 | +7 | +3 | Mountainous Strength, Con +1, Str +1 |
11 | +11 | +7 | +7 | +3 | Greater Lure transformation, Con +1, Str +1 |
12 | +12 | +8 | +8 | +4 | Adult Molt, Con +1, Str +1 |
13 | +13 | +8 | +8 | +4 | Cocooning Crib, Con +1, Str +1 |
14 | +14 | +9 | +9 | +4 | Ingested Haven, Con +1, Str +1 |
15 | +15 | +10 | +10 | +5 | ---, Con +1, Str +1 |
16 | +16 | +10 | +10 | +5 | Mountain Mettle, Con +1, Str +1 |
17 | +17 | +11 | +11 | +5 | Spawn Space, Con +1, Str +1, |
18 | +18 | +11 | +11 | +6 | Mountainous Swarm, Con +1, Str +1 |
19 | +19 | +12 | +12 | +6 | Spawn Coordination, Con +1, Str +1 |
Skills:4+int modifier per level, quadruple at 1st level. Class skills are Bluff (Cha), Intimidate (Cha), Climb (Str), Hide (Dex), Jump (Str), Concentration (Con), Craft (all taken individually)(Int), Decipher Script (Int), Knowledge (all taken individually)(Int), Listen (Wis), Move Silently (Dex), Profession (all taken individually)(Wis), Spellcraft (Int), Spot (Wis), and Survival (Wis).
Proficiencies: Its own natural weapons
Features:
Dokufu body: At 1st level, the dokufu loses all other racial bonus and gets magic beast traits(darkvision 60 feets and low light vision). It's a small sized magic beast(shadowland subtype) with base speed 30 and climb speed 20 and 2 foreclaw attacks dealing 1d4 str mod damage(each). It gains a +8 bonus to all climb checks and can always take 10 in that skill, even if rushed or threatened.
Silk: dokufu often use their webs to bring down prey. A single strand is strong enough to support the spider and one creature of the same size, and the Dofuku can produce a “ silk rope” up to 10 feet times its Con Mod times its HD per day as an immediate action, that dissolves by itself after 24 hours. The tips of this silk are naturally sticky and thus can be attached to any inanimate solid surface as a touch attack made as part of the action in creating the silk without need of any extra help. Thus a Dokufu that finds itself falling on a pit could try to attach a strand of silk in a nearby surface for example. The Dokufu can choose to produce multiple shorter ropes of diferent lenghts over the course of a day.
Web: a Dokufu can throw a Web as a standard action a number of times per day equal to 3+1/2 HD. This is similar to an attack with a net, (including a trailing rope of silk up to its maximum range, that doesn't cost Silk) with a range increment of 10 feet, and is effective against targets up to one size category larger than the spider. An entangled creature can escape with a successful Escape Artist check or burst it with a Strength check, for both actions the DCs are DC 10+HD+Con mod and takes a standard action per try. Any creature trying to use spells, SLAs, psionics or similar while in this web must suceed on a Concentration check with DC 10+HD+Con mod or fail. This web has 5 HP per HD, It cannot be used again once removed from the target one way or the other. At 12 HD the web defies any freedom of movement abilities and acts as a planar anchor.
Lure transformation: gains shapechange subtype. As a standard action, a dokufu can change between its two forms. In humanoid form, its physical ability
scores are lowered by the amount that being a dokufu granted it. Also loses any natural armor and attacks it gained from dokufu class. It cannot use its dofuku abilities besides cast web, silk, implant eggs, . This ability is otherwise similar to a shapechange spell with DC on disguise and bluff check equal to 10+hd+Con mod and skill ranks.
Juvenile Molt: when able to get 8 hours uninterrupted rest the Dokufu can molt once. Grow 1 size category larger thus increasing the size of its natural weapons, is a long creature, and increase natural armor by 1 after 24 hours.
Implant Eggs (Ex): in spider form, a dokufu that hits with a claw attack can inject an egg into the opponent's body The affected creature must succeed at a Fortitude save (DC 10+1/2 HD+ con mod) to avoid implantation, in either form, the dokufu often implants an unconscious or otherwise helpless creature (which gets no saving throw). The young hatch in four weeks, literally devouring the host from inside.
Vomit spawn: a dokufu can spit out any number of its developing spawn from its digestive system, either spewing them on the ground or hurling them directly at opponents up to 60 feet away (a successful ranged touch attack at +14 puts up to 1 large swarm covering atleast 1 square of opponent’s space without provoking an attack of opportunity). Dokufu spawn are Tiny
Dokufu(size down small Dokufu). Once a dokufu uses this ability, it can’t use it again until 1d4 rounds later. At any time as long as they are still alive it can withdraw them back into its stomach as a swift action. Dokufu spawn can be taught to ignore allies.
Improved lure transformation: This form is naturally gifted at slipping in to places as well as slipping poison into food and drink (Sleight of Hand, diplomacy, intimidate, and Bluff skill bonuses increased by HD). Can transform as a move action now and gains half the stat bonus and natural armor it gains from the Dokufu class.
Adolescent Molt: when able to get 8 hours uninterrupted rest the Dokufu can molt once. Grow 1 size category larger thus increasing the size of its natural weapons, is a long creature, and increase natural armor by 1 after 24 hours.
Arachnophobia: A dokufu in its natural form unsettles foes with its mere presence. The ability takes effect automatically whenever the creature attacks, charges, or changes into its natural form. Creatures within a radius of 50 feet are subject to the effect if they have fewer HD than the dokufu.
A potentially affected creature that succeeds at a Will save (DC 10+HD) remains immune to that dokufu’s frightful presence for one day. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.
Mountainous Tenacity : a Dokufu can add its Str mod to Initiative checks, AC and Will saves.
Great lure transformation: can change forms as a free action once per round. Keeps all stat and natural armor increases in human form.
Adult Molt: when able to get 8 hours uninterrupted rest the Dokufu can molt once. Grow 1 size category larger thus increasing the size of its natural weapons, and is a long creature and increase natural armor by 1 after 24 hours.
Cocooning Crib: Any creature rendered entangled may be the host of your eggs as you inject into them, con mod plus your dokufu hd in d20 of eggs. After 24 hours they will kill their host if not removed with a heal check DC 10+1/2HD+Con mod. When the dokufulings burst forth if not around their parent dokufu will wander away without much chance of survival, the dokufu spawn are a swarm once they reach a number of 300. They are tiny creatures and a swarm have the following (cap of 1200 spawn are controllable, the rest wander away),
A swarm has no clear front or back and no discernable anatomy, so it is not subject to critical hits or flanking. A swarm made up of Tiny creatures takes half damage from slashing and piercing weapons. A swarm composed of Fine or Diminutive creatures is immune to all weapon damage. Reducing a swarm to 0 hit points or lower causes it to break up, though damage taken until that point does not degrade its ability to attack or resist attack. Swarms are never staggered or reduced to a dying state by damage. Also, they cannot be tripped, grappled, or bull rushed, and they cannot grapple an opponent.
A swarm is immune to any spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate), with the exception of mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects) if the swarm has an Intelligence score and a hive mind. A swarm takes half again as much damage (+50%) from spells or effects that affect an area, such as splash weapons and many evocation spells. A swarm rendered unconscious by means of nonlethal damage becomes disorganized and dispersed, and does not reform until its hit points exceed its nonlethal damage.
Creatures with the swarm subtype don’t make standard melee attacks. Instead, they deal automatic damage to any creature whose space they occupy at the end of their move, with no attack roll needed. Swarm attacks are not subject to a miss chance for concealment or cover. A swarm’s statistics block has “swarm” in the Attack and Full Attack entries, with no attack bonus given. The amount of damage a swarm deals is based on its Hit Dice, as shown in the table.(treat Hd of Swarm as the Parent Dokufu's HD.)
Swarm HD | Swarm Base Damage |
1-5 | 1d6 |
6-10 | 2d6 |
11-15 | 3d6 |
16-20 | 4d6 |
A swarm’s attacks are nonmagical, unless the swarm’s description states otherwise. Damage reduction sufficient to reduce a swarm attack’s damage to 0, being incorporeal, and other special abilities usually give a creature immunity (or at least resistance) to damage from a swarm.
Swarms do not threaten creatures in their square, and do not make attacks of opportunity with their swarm attack. However, they distract foes whose squares they occupy, as described below.
Distraction (Ex)
Any living creature vulnerable to a swarm’s damage that begins its turn with a swarm in its square is nauseated for 1 round; a Fortitude save (DC 10 + ½ swarm’s HD + swarm’s Con modifier(use the parent Dokufu's Con Modifier)) negates the effect. Spellcasting or concentrating on spells within the area of a swarm requires a Concentration check (DC 20 + spell level). Using skills that involve patience and concentration requires a DC 20 Concentration check.
Ingested Haven: a Dokufu can swallow prey whole instead of pinning it with a grapple, any freedom of movement, teleportation, and shifting planes is disable for its prey for this. If prey isn't already packaged host of its offspring it will be attacked by any of the dofuku's spawn currently in its stomach(taking swarm damage if their are enough spawn inside to make a swarm). A swallowed creature that manages to escape from the dokufu’s web can cut its way out of the stomach by using claws or a Small or Tiny slashing weapon to deal 25 points of damage to the stomach (current ac, this damage is done to the dokufu but damage reduction applied to the damage done to the dokufu but not the required amount to escape). When the creature exits, all swarm currently attacking it spill out with it; then muscular action closes the hole. Other swallowed creatures must then cut their own paths out. The dokufu’s interior can hold one Large, two Medium size, four Small, eight Tiny, sixteen Diminutive, or thirty-two Fine or smaller opponents (as a huge creature/not including spawn).
Mountain Mettle: can resist magical and unusual attacks with great willpower or fortitude. If it makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), it instead completely negates the effect.
Spawn Space: your spawn are very unnerving, treat area that spawn are in and the adjacent space as difficult terrain. This area also affects skill checks of opponents penalizing them equal to dokufu con mod. This is a mind effecting ability.
Mountainous Swarm: the Dokufu's swarm damage increases by the the Dokufu str and con mod bonuses.
Spawn Coordination: Your Spawn swarm do threaten adjacent squares and can apply swarm damage to enemies in those squares, they also can flank enemies for yourself or allies.