Acrosapien
Medium Aberration
Hit Dice: 15d8+105 (172 hp)
Initiative: +10
Speed: 50 ft. (10 squares), Climb 50 ft.
Armor Class: 35 (+10 Dex, +15 Natural), touch 20, flat-footed 25
Base Attack/Grapple: +11/+23
Attack: Bite +23 melee (1d6+12 plus poison) or by weapon +23 melee
Attack (w/Feats): by weapon +19/+19/+19/+19/+19/+19/+18/+18/+18/+18/+18/+18 melee
Full Attack: 1 Bite +23 melee (1d6+12 plus poison) and 6 claws +23 melee (1d6+6) or by weapon +23/+18/+13 melee
Full Attack (w/Feats): by weapon +19/+19/+19/+19/+19/+19/+18/+18/+18/+18/+18/+18/+14/+9 melee
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison, Web, Assimilate Weapon
Special Qualities: Dark Vision 60', Mimicry, Leap, Spider Climb, Scent, Assimilate Enemies, Web Tripline, Uncanny Dodge, Improved Uncanny Dodge, Evasion, Improved Evasion, Spell Resistance 25
Saves: Fort +13, Ref +15, Will +16
Abilities: Str 34, Dex 30, Con 24, Int 14, Wis 24, Cha 14
Skills: Balance +17, Bluff +8, Climb +18, Hide +21, Jump +28, Listen +13, Move Silently +17 (+25 in web), Search +9, Spot +23, Survival +13, Tumble +17
Feats: Combat Reflexes, Improved Multiattack, Improved Multiweapon Fighting, Improved Web, Multiattack, Multiweapon Fighting *
Environment: Warm Forest or Underground
Organization: Solitary or Colony (5-10)
Challenge Rating: 15
Treasure: Standard
Alignment: Usually Neutral Evil (with a Lawful Evil minority)
Advancement: 16-22 HD (Medium), 23-30 HD (Large)
Level Adjustment: ---
* See Savage Species for Feats.
"The jungles are forbidden for good reason. We will not escort you there, and if you mention going again you will not leave this village."
Acrosapiens appear to be semi-humanoid spiders, with 2 legs, 6 arms, and a great spiders head with 8 eyes. Common colorations are black with red patterns, but this differs from region to region. Current origin is unknown, but their predilection for becoming assassins points towards the usual 'insane mage creating minions' theory. This is backed up by their being fairly rare and quite powerful for their size. Acrosapiens speak Common, Infernal, and their own language. Their speaking Infernal puts them at odds with the idea that they were made by Lolth, and the Drow refuse to speak about them. Acrosapiens are proficient in all Simple and Martial Weapons as well as any weapon they have assimilated.
Poison (Ex): The Acrosapien's bite is poisonous. Injury, DC 24 Fortitude Save, Initial and Secondary damage is 2d8 Str.
Web (Ex): This is identical to the Huge Giant Spider ability on page 288 of the Monster Manual with a few exceptions. The Acrosapien can use it at will (Escape Artist DC 24, Strength Check DC 28).
Assimilate Weapon (Su): The Acrosapien can attune itself to a single weapon as a Full Round Action. This ritual makes the weapon absorb into the Acrosapien's body. The Acrosapien can from then onward make the weapon melt out of him at will as a free action (The new weapon is the same as the original weapon). The Arcosapien can then re-absorb it into themselves at will as a free action. An Acrosapien can only have one weapon merged at a time. Weapons that have been assimilated are now poisoned, and do poison damage similar to the Acrosapien's bite.
Mimicry (Ex): An Acrosapien can mimic any voice sound it has ever heard. Listeners must make a DC 19 Willpower Save to detect the ruse (Save DC is Charisma Based).
Leap (Ex): You take no penalties for making a Jump Check without a running start, and your jump height is not limited by your Size Class.
Spider Climb (Ex): Acrosapiens can climb as though they permanently have a Spider Climb spell in effect on their person, but they can move at their Base Land Speed.
Devour Enemies (Ex): By devouring the corpse of another formerly living being the Acrosapien learns to take it's form. It must devour more than half of the corpse (not necessarily all at once), and then it can Shapeshift (as per the spell) at will into that creature for the next 24 hours (it can 'remember' a maximum of 2 additional forms at a time. It's size is limited to Small, Medium, or Large, and it can only mimic living beings whose corpse it can feed on (so no Constructs, Elementals, Outsiders, or Undead).
Web Tripline (Ex): An Acrosapien can detect any creature in contact with it's webs, and any up to 60' away due to triplines.
Uncanny Dodge (Ex): See PHB page 50.
Improved Uncanny Dodge (Ex): See PHB page 50.
Evasion (Ex): See PHB page 50.
Improved Evasion (Ex): See PHB page 50.
Skills: Acrosapiens get a +10 Racial Bonus on Jump and Spot Checks. They also gain a +8 Circumstance Bonus to Move Silently Checks made while in their webs, and a +4 Racial Bonus to Hide Checks.
Combat: Acrosapiens tend to sneak up on opponents and web them before flurrying them with weapons, one of which is usually poisoned.