# Hellchain Weaver
>[!rimg]+
> ![[Placeholder2.png]]
> >[!debug]+
> >slams: 2d6 (×2)
> >Melee/Ranged: +19/+14
> >Secondary: +14/+9
> >Multiattack: +17/+12
> >M/R_PA: +15/+10
> >2nd/PA: +10/+5
> >MA_PA: +13/+8
> >Itterative: 3
> > xDmg:: Str: +9; Str2: +13; StrOH: +4; StrPA: +17; StrPA2H: +25; StrPAOH: +8
> > xDCs:: Str: 26; Dex: 21; Con: 25; Int: 15; Wis: 20; Cha: 19
> > xFeat:: 5/7 (2)
> > xClasSkil:: Acrobatics, Climb, Perception, Stealth, Survival
> > SaveDiff:: +/- 5
> > xLang:: 0/0 (0)
<div class="grid-container"><div class="MON">Hellchain Weaver</div>
<div class="CR">CR 13 (25,600 XP)</div>
<div class="SOU">Dragon #343</div>
<div class="SYS">Dungeons & Dragons 3.5</div></div>
LE Gargantuan Outsider (evil, lawful)
**Init** +4
**Senses** darkvision 60 ft., tremorsense 60 ft.; **Perception** +3
#### defense
**AC** 26, 10 touch, 22 flat-footed (+4 Dex, +16 natural, -4 size)
**hp** 182 (14d10+112); regeneration 5 (silvered or good weapons, chaotic magic)
**Fort** +12, **Refl** +13, **Will** +12
**Feint** 27, **Demoralize** 27
**DR** 10/silver or good; **SR** 24
**Immune** cold
#### offense
**Speed** 30 ft., climb 50 ft.
**Melee** 2 slams +52 (1d8+10 plus 6d6 hellfire)
**Space** 20 ft., **Reach** 20 ft.
**Special Attacks** grinder, iron webs, rasping metal
#### statistics
**Str** 28, **Dex** 18, **Con** 27, **Int** 6, **Wis** 16, **Cha** 15
**BAB** +14, **CMB** +23, **CMD** 37, **TA** +19, **RTA** +14
**Feats** [[Cleave]], [[Combat Reflexes]], [[Great Cleave]], [[Improved Critical]] (chain), [[Power Attack]]
**Skills** Acrobatics +18, Climb +31, Perception +3, Stealth +15, Survival +17
**Languages**
#### special abilities
### Grinder (Ex)
If a hellchain weaver successfully grapples with an opponent and drags the opponent into its square, the spinning razors and wires flay the hapless victim, automatically dealing 1d6+9 points of slashing damage per round the grapple is maintained. While an opponent is caught in the grinder, the hellchain weaver can forgo additional attacks of the captured opponent with its chains, using the to attack others. A hellchain weaver can grapple to a Medium, 8 Small, 32 Tiny, or 128 Diminutive or smaller opponents in this way. When a hellchain weaver has its maximum number of opponents trapped, it can no longer grapple others without releasing a captured opponent.
### Iron Webs (Ex)
Hellchain weavers can spin webs made entirely from chains, forming bridges, walls, or ladders, creating five 10 foot by 10 foot sections of chain each round. These chains can be used to bind helpless opponents. Those bound in this chains can escape with a DC 25 Escape Artist check, although each attempt deals 2d6 points of damage. Scaling these chains requires a successful DC 20 Climb check. Failing this check by 5 or more deals 2d6 points of damage from the razor sharp barbs.
### Rasping Metal (Su)
At will as a free action, a hellchain weaver can cause its whirling blades to scratch against each other, producing an unholy din. The hideous racket seems to whisper words of despair and agony. All within 30 feet who can hear the rasping metal must succeed at a DC 19 Fortitude save or be deafened for 1d4 hours; grappled foes automatically fail their saves. This save DC is Charisma-based. This noise makes all Listen checks within 100 feet (except those trying to hear the hellchain weaver) suffer a -20 circumstance penalty. Hellchain weavers are immune to this effect but still take the Listen penalty.