http://blazblue.wikia.com/wiki/ArakuneArakune Medium Outsider
Hit Dice: 30d8+150 (285 hp)
Initiative: +5
Speed: 40 ft. (8 squares), Climb 40 ft., Burrow 40 ft.
Armor Class: 35 (+5 Dex, +20 Deflection), touch 35, flat-footed 30
Base Attack/Grapple: +30/+35
Attack: Limb +35 melee (1d10+5)
Full Attack: 6 Limbs +35 melee (1d10+5)
Space/Reach: 5 ft./10 ft.
Special Attacks: Blast, Paralysis Gas, Astral Finish, Summon Bugs, Attack from Below, Engulf, Pounce
Special Qualities: Dark Vision 60', Teleport, Merge, Invisibility, Fluid Body, Insanity, Immunities
Saves: Fort +22, Ref +22, Will +19
Abilities: Str 20, Dex 20, Con 20, Int 12, Wis 14, Cha 2
Skills: Balance +23, Climb +23, Computer Use +18, Concentration +22, Craft (Electronics) +18, Disable Device +18, Escape Artist +31, Hide +23, Jump +23, Knowledge (Physical Sciences, Technology) +18, Listen +19, Move Silently +23, Research +18, Spot +19, Swim +22, Tumble +18
Feats: Acrobatic Strike, Brachiation, Combat Acrobat, Combat Reflexes, Greater Powerful Charge, Improved Trip, Leap Attack, Leap of the Heavens, Power Attack, Powerful Charge, Roofwalker
Environment: Any
Organization: Unique
Challenge Rating: Treasure: None
Alignment: Chaotic Neutral
Advancement: 31+ HD (Medium)
Level Adjustment: ---
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Blast (Su): 5 times per day (once every 1d4 rounds) Arakune can unleash a blast of Force energy in either a 10' Radius centered around himself (to which he is immune) or in a 30' Line doing 20d6 Force damage. He may also do this to a Grappled opponent in lieu of a Grapple attack, but this causes his opponent to escape the Grapple.
Gas (Su): Once per round as a Swift Action Arakune can exhale a small vaporous cloud covering a 5'x5'x5' area. If anyone enters the crowd they attract the insects hidden within Arakune's body on subsequent rounds (see below) for 1d6 rounds.
Astral Finish (Su): 3 times per day as a Full Attack Arakune can turn into a giant eye, move, and make a melee touch attack. If the touch attack is successful his opponent must make a DC 27 Willpower Save or Die. If the Save is successful the opponent takes 3d6 damage instead.
Summon Bugs (Su): If an opponent who has been exposed to Arakune's Gas Attack is within 30' of him he can call up a Bell Bug, Bee or Ground Bug once per round as a Swift Action. They remain until killed or the gas wears off.
Attack from Below (Ex): As a Full Round attack Arakune can plunge a tentacle into the ground, and Limb attack any opponent standing on it up to 30' away. He likes to perform trip attacks in this manner.
Engulf (Ex): Arakune can make Grapple Checks without provoking an Attack of Opportunity. If the opponent is his Size Class or smaller he can Engulf them on a successful Grapple Check, and do 2d10+10 damage as long as the Grapple is maintained.
Pounce (Ex): Arakune can make a Full Attack as part of a Charge. He can also make a Trip Attack as part of a Charge.
Teleport (Su): Arakune can Teleport to any location within 30' a number of times per day equal to his Constitution Score.
Merge (Ex): Arakune can meld into porous surfaces like dirt and sand as a Swift Action once per round. While melded he is considered to have Total Concealment, and is effectively invisible to his opponent as long as he takes no action other than moving under the surface (must be at least 10' deep).
Invisibility (Su): Arakune can use Invisibility a number of times per day equal to his Constitution Score.
Fluid Body (Ex): Due to his lack of internal organs Arakune gets the following abilities from his somewhat fluid body: a Deflection Bonus to Armor Class equal to his Constitution Score. Also due to his ability to morph the bones floating withing his body he can choose to do bludgeoning, piercing, or slashing damage when he attacks.
Insanity (Ex): Arakune is permanently and incurably insane. To communicate with another being for 1 round requires a DC 30 Concentration Check. Using any Int or Cha based skill requires a DC 20 Concentration Check. Once per week or so he has a lucid period lasting 1d4 minutes in which these penalties do not apply. While he is not lucid, those trying to look into his mind via telepathy or similar powers such a Detect Thoughts must make a DC 27 Willpower Save (Save DC is Wisdom Based) or be Dazed 1 round.
Immunities (Ex): Immune to poison, sleep effects, paralysis, polymorph, disease, Mind-Affecting Effects, and is not subject to critical hits or flanking. He is also immune to Swarm attacks. Arakune does not sleep.
Skills: Arakune is very dark colored and gains a +8 Racial Bonus to Hide Checks in areas of shadowy illumination. He also gets a +8 Racial Bonus to Escape Artist Checks.
Combat: Arakune uses his superior movement and agility to outmaneuver opponents while awaiting an opportunity to Gas them and then Summon help. If that fails his invisibility comes into play, and he has quite a few options to rely on for tougher opponents.