KAKKUU (Spider Demon)
Medium-Size Outsider (Chaotic, Evil)
Hit Dice: 15d8+30 (97 hp)
Initiative: +8
Speed: 40 ft, climb 20 ft
AC: 22 (10 + 4(dex) + 8 (Natural Armor))
Attacks: Bite: +20 (15 BAB 4 dex +1 weapon specialization)
Damage: Bite: 1d6+4
Special Attacks: Spell-like abilities, poison, web, summon Spider Demon
Special Qualities: Damage reduction 10/(silver and magical) OR Lawful, SR 10, Tanar'ri qualities, telepathy, darkvision 60 ft
Saves: Fort +9, Ref +11, Will +8
Abilities: Str 13, Dex 18, Con 14, Int 4, Wis 12, Cha 15
Skills: Climb +14, Hide +27, Listen +14, Move Silently +18, Spot +14, Survival +10
Feats: Weapon Finesse (bite), Track, Weapon Focus (bite), weapon specialization (bite), Improved Initive.
The kakkuu are the weakest and least intelligent of the spider-demons. They are very animalistic and behave much like ordinary giant spiders. Most other spider-demons use the kakkuu to do their bidding.
They appear as 5-foot long spiders with bloated bodies and mangy, filthy wolf heads. They communicate with each other using a series of snarls, barks, and growls, or telepathy.
COMBAT
A favorite tactic of a kakkuu is to lie in wait on a ledge or outcropping waiting for its foe to pass underneath. When its opponent comes into range, it drops a sticky strand of webbing attempting to catch the creature and reel it in where it can bite and inject its poison.
Spell-Like Abilities: At will—darkness, scare, telekinesis, and greater teleport (self plus 50 pounds of objects only). These abilities are as the spells cast by a 4th-level sorcerer (save DC 15 + spell level).
Poison (Ex): Bite, Fortitude save (DC 19); initial damage 1d6 temporary strength. secondary damage 1d6 temporary strength.
Web (Ex): Eight times per day a kakkuu shoot a web from its abdomen. This attack is like a web spell, with a few exceptions. The range is 50 feet, and the webs are permanent, nonmagical, and cannot be dispelled. The DC for evading or breaking free from the webs is 19, and there is a 75% chance that the webbing won’t burn if any sort of fire is applied to it (check each round).
The kakkuu can perform one of the following special tactics with its webs once per round.
Sticky Glob: A kakkuu can create an adhesive glob of silk about the size of a human fist. The creature will usually perch on a ledge and lower this glob to a range of 50 feet, swinging it as a pendulum. When a creature is hit (or touches the glob) it becomes stuck to the strand and the kakkuu reels in its prey at the rate of 20 feet per round.
A strand is strong enough to hold the kakkuu and one creature of the same size.
The DC for breaking free once stuck to this glob is 21. The Glob has 10 HP and a hardeness of five.
Summon Demons (Sp): Once per day a kakkuu can attempt to summon 1d8 kakkuu with a 35% chance of success.
Demon Qualities (Ex): Immune to poison and electricity; cold, fire, and acid resistance 10.
Telepathy (Su): Kakkuu can communicate telepathically with creatures within 100 feet that speak Abyssal.
Skills: The kakkuu’s coloration gives it a +8 racial bonus to Hide checks.
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