# Darkweaver
>[!rimg]+
> ![[Placeholder2.png]]
> >[!debug]+
> >tentacles: 1d4 (×2)
> >bite: 1d6 (×2)
> >Melee/Ranged: +9/+10
> >Secondary: +4/+5
> >Multiattack: +7/+8
> >M/R_PA: +7/+8
> >2nd/PA: +2/+3
> >MA_PA: +5/+6
> >Itterative: 2
> > xDmg:: Str: +3; Str2: +4; StrOH: +1; StrPA: +7; StrPA2H: +10; StrPAOH: +3
> > xDCs:: Str: 17; Dex: 18; Con: 15; Int: 16; Wis: 17; Cha: 17
> > xFeat:: 4/5 (1)
> >
> >
> > xLang:: 0/2 (2)
<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** 45 (9d8+9); fast healing 3
**Fort** +4, **Refl** +7, **Will** +9
**Feint** 24, **Demoralize** 22
**DR** 5/magic; **SR** 21
**Resist** cold 10
**Weakness** vulnerable to sunlight
#### offense
**Speed** 20 ft., climb 20 ft.
**Melee** 4 tentacles +10 (1d4+3 plus grab), bite +10 (1d6+3 plus Strength damage)
**Space** 5 ft., **Reach** 5 ft. (10 ft. with tentacle)
**Special Attacks** light sicknes, shadow jump, shadow strands, shadowstuff armor, tentacle regeneration
**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]], [[Power Attack]], [[Weapon Finesse]]
**Skills** Climb +23, Intimidate +15, Perception +17, Sense Motive +14, Spellcraft +14, Stealth +16
**Languages**
#### special abilities
### Light Sicknes (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)
A darkweaver can travel between shadows as if by means of a dimension door. The limitation is that the magical transport must begin and end in an area with at dim or darker illumination. The darkweaver can shadow jump up to a total of 320 feet per day; this amount can be split up among many jumps in 10-foot increments.
### 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 Planeof Shadow that have found that the Material Plane offersfar more plentiful hunting grounds than their home. Rela-tively new arrivals to the Material Plane, the darkweaversseek to learn more about the Material Plane and the powerof the creatures that reside there so that they can make abid for control.Few creatures that have seen a darkweaver truly under-stand what it looks like. Every darkweaver resides in athicket of writhing, supernatural shadows, and a creaturemust delve into the benighted depths of this darkness tofind it. At the center of this area, a curious explorer mightcatch a glimpse of a spiderlike form that is wreathed in pro-tective shifting darkness.The true form of a darkweaver resembles a spider in onlyin the vaguest fashion. Its fleshy, gray-skinned body isdivided into two segments, each with four tentacles. Clus-ters of spiderlike eyes cover all sides of its front section,and the underside contains a mouth with deadly fangs. Adarkweaver usually walks on all eight tentacles, but it canrear its front section up and move about, which frees itsfront tentacles to attack foes or manipulate objects.Darkweavers speak Abyssal, Common, and Infernal.