DarkweaverHD:d8
Level | Bab | Fort | Ref | Will | Feature |
1 | +1 | +0 | +0 | +2 | Darkweaver Body, Weaver Grab, Dark Sustenance, Tentacle Regeneration, Sunlight Vulnerability, +2 Dex |
2 | +2 | +0 | +0 | +3 | Shadow Strands, +1 Str |
3 | +3 | + 1 | +1 | +3 | Lesser Weaver Magic, Trapfinding, +1 Cha |
4 | +4 | + 1 | +1 | +4 | Weaver Hunger, Sinister Skin, +1 Dex |
5 | +5 | + 1 | +1 | +4 | Adept Weaver Magic, All-Around Vision, +1 Str |
6 | +6 | + 2 | +2 | +5 | Pulling Strands, +1 Dex, +1 Cha |
7 | +7 | + 2 | +2 | +5 | Greater Weaver Magic, +1 Str, +1 Dex |
8 | +8 | + 2 | +2 | +6 | Tentacle Expertise, Alien Hunter, +1 Str, +1 Cha |
9 | +9 | + 3 | +3 | +6 | Dark Shadow Jump, Cold Flesh, +1 Dex, +1 Cha |
10 | +10 | +3 | +3 | +7 | Shadowstuff Armor, +1 Dex, +1 Str, +1 Cha |
Skills:6+int modifier per level, quadruple at firt level. Class skills are: Bluff, Climb, Concentration, Disable Device, Diplomacy, Hide, Intimidate, Listen, Knowledge(any), Move Silently, Perform, Search, Spot, Survival
Proficiencies:The Dark Weaver is proficient only with its own natural weapons
Features:Darkweaver Body: a Darkweaver loses all other racial modifiers and gains aberration traits (basically darkvision 60 feet). It is a medium-sized aberration with a base speed of 20 feet and a climb speed of 20 feet. It has two tentacle rake attacks dealing 1d4+Str mod damage each and a bite attack dealing 1d6+Str mod damage. Its tentacles have 10 feet natural reach. It tecnically has 8 tentacles, but can only coordinate two at a time for combat.
In addition it gains a bonus to Natural Armor equal to 2+its Con mod.
Weaver Grab: If a Darkweaver hits an opponent with a tentacle rake attack, it deals normal damage and can attempt to start a grapple as a free action without provoking an attack of opportunity.
Dark Sustenance: Any creature bitten by a Darkweaver takes 1d2 points of Str damage. At 3 HD, and every 2 HD thereafter, this damage increases by one die size. It is doubled on a sucessful critical hit. Each 10 points of Str damage inflicted this way count as nourishment for 1 day for the Darkweaver.
Tentacle Regeneration: Foes can attack a Darkweaver's tentacles, but only when those appendages are actually holding an opponent. Such a tentacle has AC equal to the Darkweaver itself, and can whitstand 2 points of damage per HD. The loss of a tentacle does not harm the Darkweaver itself, and it regrows the limb within 12+1d12 hours.
Sunlight Vulnerability: When exposed to sunlight or to light equivalent to a daylight spell, a Darkweaver takes a -2 morale penalty on all attacks, saves, checks, and damage rolls. In addition any Fast Healing or Regeneration it may have is disabled. A Darkweaver's shadow strands (see below) provide the creature with total concealment from light that is outside the Shadow Strand's area. Any magical light source within the shadow strands must be within 5 feet of the darkweaver to affect it.
Ability Score Increase: The Darkweaver gains a permanent 2 Dex at first level and then +1 to
Dex at levels 4, 6, 7, 9, 10
Str at levels 2, 5, 7, 8, 10
Cha at levels 3, 6, 8, 9 10
For a total of +7 Dex, +5 Str and +5 Cha at level 10.
Shadow Strands: At 2nd level at will as a standard action, the Darkweaver can create an aura of weblike, supernatural, semisolid shadow that emanates outward from it up to a 20 feet spread. The Darkweaver can see normally trough the shadow strands, but other creatures have great difficulty doing so. Each full 5 feet of shadow strands grant a cumulative 20% concealment miss chance. A creature in the shadow strands has no concealment from creatures within 5 feet. Creatures with darkvision suffer these effects, and the shadow strands even baffle blindsight, making it work as blindsense, but true seeing allows a creature to see normally trough them. For each extra Darkweaver level, or two levels from any other class, the spread of this ability can be increased an extra 10 feet. If the Darkweaver moves, the Shadow Strands move with it. It can end them as a swift action. The Darkweaver can choose a number of other creatures up to its Cha mod to remain unnafected by its Shadow Strands (including Pulling Strands) as a swift action. Choosing new ones ends the effects for the earlier. It can choose none.
Weaver Magic: The Dark Weaver becomes able to use certain magics a certain number of times per day. Save DCs, if any, are 10+1/2 HD+Cha mod.
Lesser-At 3rd level Web and Darkness each 1/day per HD. The Darkweaver's vision isn't hindered by its own Darkness SLA.
Adept-At 5th level Suggestion 1/day per HD and Tongues permanent effect on self.
Greater-At 7th level Confusion 1/day per HD and Shadow Walk 1/day per 4 HD.
Trapfinding: At 3rd level the Darkweaver gains the trapfinding ability as a rogue.
Weaver Hunger: At 4th level when the Dark Weaver when the Darkweaver sucessfuly uses Weaver Grab, it can automatically hit the victim with its Bite. After that, each successful grapple check it makes during successive rounds automatically deals bite damage.
Sinister Skin: At 4th level the Darkweaver gains Fast Healing equal to ½ its HD and SR equal to 11+HD, which may be lowered or raised as a free action even if it isn't its turn.
All-Around Vision: At 5th level the Darkweaver gains a +4 racial bonus on Search and Spot checks and it cannot be flanked.
Pulling Strands: At 6th level any creature that enters the Shadow Strands area can freely move towards the Darkweaver, but any attempt to move in any other direction is resisted by the semisolid shadow strands. A creature attempting to move in such a faction must make a Strength check or an Escape Artist check with DC 10+1/2 HD+Cha mod. The creature can move away 5 feet for each full 5 points by which they beat the DC. Failure means the action is wasted. If they're adjacent to the darkweaver, they can move freely so long as it remains adjacent. As a side effect, if a creature tries to move away from the Darkweaver, they both become aware of each other's positions, even if they can't see each other. Freedom of Movement allows one to ignore this. If the Darkweaver moves, other creatures inside the Shadow Strands aren't moved.The Darkweaver can choose to supress or restart this ability as a free action, but no more than 1/round.
Tentacle Expertise: At 8th level the Darkweaver gains another two Tentacle Rake attacks, and it can now attack with all of its tentacles as a standard action.
Alien Hunter: At 8th level the Darkweaver can add its Dex mod to grapple checks, and now ignores Freedom of Movement effects on its targets when using Weaver Grab, plus creatures grappled by it are under a Dimensional Anchor effect. Creatures affected by its Pulling Strands cannot teleport out unless they succeed on a level check with a DC equal to 11+HD. Even those with Freedom of Movement can no longer automatically escape, but rather gain a +10 bonus on the check to move away.
Dark Shadow Jump: At 9th level a Darkweaver can travel between shadows as if by means of a Dimension Door as a move action. The limitation is that the magical transport must begin and end in an area with at least some Shadow. The Darkweavercan can use this ability to move up to a total of 20 feet per HD per day, minimum of 10 feet per use. Unlike normal Dimension Door, the Darkweaver can take its remaining actions when it arrives at its destiny. A Darkweaver in its Shadow Strands always has enough shadow to jump from unless a light source as bright as a daylight spell is brought within 5 feet of it.
Cold Flesh: At 9th level the Darkweaver gains DR/good and magic equal to ½ HD and Cold resistance equal to its HD.
Shadowstuff Armor: At 10th level the Darkweaver is shrouded in a semisolid armor of Shadowstuff that grants it a Deflection bonus to AC equal to 1+Cha mod and circumstance bonus to Hide checks equal to its HD, and allows it to count enemies as its own size for grappling purposes if it would be advantageous to the darkweaver. Shadowstuff armor does not provide concealment, nor does it provide the prerequisite shadows that make a Shadow jump. If the Darkweaver has leftover movement from Dark Shadow Jump, and there's a valid place for it to jump to in range, the darkweaver can discard its Shadowstuff Armor to negate any one ill effect that it would suffer (even after saves and miss chances have been rolled), reappearing in the new shadow area. This doesn't take an action and can be used at any time, even if it's not the Darkweaver's turn. The Lost Shadowstuff Armor slowly reforms after 10 minutes away from any source of light.
So I had decided to do one of the older requests, and I found this one waiting since 2012. From Fiend Folio, meet the hentai tentacle spider!
The original darkweaver is one of those monsters that not only has cool fluff but also cool abilities to back it up. Alas, its numbers just don't work. It's a medium sized creature, so its original improved grab only trigger on small victims. Its tentacle attack bonus was a measly +10. Pretty much only its AC is good, but with a measly 49 HP even regular fireballs should take it down pretty quick. I guess it could work in an horror situation where it stays away from the party, throwing SLAs and jumping around, but that would be awfully slow. And Freedom of Movement basically renders it powerless beyond throwing around Suggestions and praying the party rolls poorly in their will saves.
Thus I gave it full Bab, some extra grapple bonus, fullattack with tentacles as standard, anti-freedom of movement effects, none of that silly "can just grab smaller than yourself", and... Actually, it had plenty of abilities to fill its levels, so no need to make many custom ones. Just decided to pimp up the Shadowstuff Armor a bit as the capstone, since it has some pretty cool flavor but then it's just a bonus to Hide and a Deflection bonus.
So if you want to play the unholy child from an octopus-arachinid love from the plane of shadow, the Darkweaver's for you!