# Darkweaver >[!rimg]+ > ![[Placeholder2.png]] <div class="grid-container"><div class="MON">Darkweaver</div> <div class="CR">CR 10 (9,600 XP)</div> <div class="SOU">Fiend Folio pg. 39</div> <div class="SYS">Dungeons & Dragons 3.5</div></div> NE Medium Aberration **Init** +4 **Senses** darkvision 60 ft., all-around vision; **Perception** +17 #### defense **AC** 26, 18 touch, 22 flat-footed (+4 deflection, +4 Dex, +8 natural) **hp** 50 (9d8+9); fast healing 3 **Fort** +6, **Refl** +7, **Will** +9 **Feint** 24, **Demoralize** 22 **DR** 5/magic; **SR** 21 **Resist** cold 10 **Defensive Abilities** shadowstuff armor **Weakness** light sickness #### offense **Speed** 20 ft., climb 20 ft. **Melee** 4 tentacles +10 (1d4+3 plus grab), bite +10 (1d6+3 plus 2d4 Strength) **Space** 5 ft., **Reach** 5 ft. (10 ft. with tentacle) **Special Attacks** shadow jump, shadow strands, **Spell-Like Abilities** (CL 13th, Concentration +16) > **3/day**— _confusion_, _darkness_, _suggestion_, _tongues_, _web_ > **1/day**— _shadow walk_ #### statistics **Str** 17, **Dex** 18, **Con** 12, **Int** 15, **Wis** 16, **Cha** 17 **BAB** +6, **CMB** +7, **CMD** 25, **TA** +9, **RTA** +10 **Feats** [[Alertness]], [[Combat Reflexes]], [[Great Fortitude]], [[Piranha Strike]], [[Weapon Finesse]] **Skills** Climb +23, Intimidate +15, Perception +17, Sense Motive +14, Spellcraft +14, Stealth +16 **Languages** Abyssal, Common, Infernal **SQ** tentacle regeneration #### special abilities ### Light Sickness (Ex) When exposed to sunlight or bright illumination, a darkweaver gains the sickened condition. In addition, it does not regain hit points from its fast healing ability. ### Shadow Jump (Su) As a move action, a darkweaver can travel between shadows, stepping from one are of dim illumination into another in the blink of an eye. Each jump can take the darkweaver to 5 feet per hit die. This functions as *dimension door*, except that shadow jump does not end the darkweaver's turn. ### Shadow Strands (Su) At will, a darkweaver can create an aura of weblike, semisolid shadow that emanates outward from it in a 60-foot spread. The darkness within the strands cannot be overcome by darkvision, blindsight or the ability to see in darkness, though true seeing penetrates them. Any creature that enters this area can freely move toward the darkweaver, but any attempt to move in any other direction is resisted by the semi-solid shadow strands. Such a movement is considered difficult terrain. Darkweavers are not affected by their own shadow strands, or the shadow strands of other darkweavers. ### Shadowstuff Armor (Su) A darkweaver is shrouded in a semisolid armor of shadowstuff that grants it a +4 deflection bonus to Armor Class and a +10 circumstance bonus on Stealth checks. ### Tentacle Regeneration (Ex) Foes can attack a darkweaver's tentacles, but only when those appendages are actually holding an opponent. A tentacle has an AC of 27 (touch 19) and can withstand 20 points of damage. The loss of a tentacle does not harm the creature (that is, the damage does not apply against its hit point total), and it regrows the limb within a day. #### ecology **Terrain** Any land (Plane of Shadow) **Organization** Solitary or coven (2–4) **Advancement** 10–15 HD (Medium-size); 16–27 HD(Large) Darkweavers are sinister and alien beings from the Plane of Shadow that have found that the Material Plane offers far more plentiful hunting grounds than their home. Relatively new arrivals to the Material Plane, the darkweavers seek to learn more about the Material Plane and the power of the creatures that reside there so that they can make a bid for control. Few creatures that have seen a darkweaver truly understand what it looks like. Every darkweaver resides in athicket of writhing, supernatural shadows, and a creature must delve into the benighted depths of this darkness to find it. At the center of this area, a curious explorer might catch a glimpse of a spiderlike form that is wreathed in protective shifting darkness. The true form of a darkweaver resembles a spider in only in the vaguest fashion. Its fleshy, gray-skinned body is divided into two segments, each with four tentacles. Clusters of spiderlike eyes cover all sides of its front section, and the underside contains a mouth with deadly fangs. A darkweaver usually walks on all eight tentacles, but it can rear its front section up and move about, which frees its front tentacles to attack foes or manipulate objects.. ### Combat A darkweaver relies heavily on its ability to shroud the battlefield in a web of shadow. Capable of seeing through the shadows it creates, a darkweaver prefers to hide in the effect and lure prey in with suggestion. If prey refuses to enter the shadow strands, a darkweaver relies on darkness and confusion to make the creature hesitate while it moves the area of shadow strands over it. When a creature is close to the center of the effect, the darkweaver rears up and lashes out with its front four tentacles, hoping to ensnare the foe and sap its strength.