Chakussa Takshu’al CR 10 - Joe Kondrak
Chakussa Takshu’al CR 10
Unique female drider ranger (wild stalker) 3 (Pathfinder RPG Bestiary, Pathfinder RPG Ultimate Combat)
CE Large aberration
Init +2; Senses darkvision 120 ft., detect good, detect law, detect magic, low-light vision; Perception +17
===== Defense =====
AC 23, touch 12, flat-footed 20 (+3 armor, +2 Dex, +1 dodge, +8 natural, –1 size)
hp 131 (12 HD; 9d8+3d10+75)
Fort +13, Ref +9, Will +9
Defensive Abilities uncanny dodge; Immune sleep; SR 18
===== Offense =====
Speed 30 ft., climb 20 ft.
Melee +1 obsidian longspear +14/+9 (1d8+7/x3 plus poison), bite +8 (1d4+2 plus poison) or bite +13 (1d4+6 plus poison)
Ranged mwk blowgun +9/+4 (1d3 plus poison)
Space 10 ft.; Reach 5 ft. (10 ft. with +1 obsidian longspear)
Special Attacks poison, web (+10 ranged, DC 20, 12 hp)
Spell-Like Abilities (CL 9th; concentration +9)
Constant—detect good, detect law, detect magic
At will—dancing lights, darkness, faerie fire
1/day—clairaudience/clairvoyance, deeper darkness, dispel magic, levitate, suggestion (DC 13)
===== Tactics =====
Before Combat Chakussa envenoms her longspear, and uses Stealth to sneak up on her enemies.
During Combat If Chakussa avoids detection, she envenoms and fires a blowgun dart before entering melee.
Morale Chakussa flees if reduced below 20 hit points.
===== Statistics =====
Str 19, Dex 15, Con 22, Int 13, Wis 12, Cha 10
Base Atk +9; CMB +14; CMD 27 (39 vs. trip)
Feats Blind-fight, Dodge, Endurance, Power Attack, Vital Strike, Weapon Focus (bite, longspear)
Skills Acrobatics +8, Climb +27, Handle Animal +6, Intimidate +15, Perception +17, Spellcraft +13, Stealth +22, Survival +7; Racial Modifiers +4 Stealth
Languages Common, Elven
SQ envenom weapon, favored terrain (jungle +2), strong senses, track +1, undersized weapons, vermin empathy +12
Combat Gear obsidian-tipped blowgun darts (20); Other Gear +1 shadow leather armor, +1 obsidian longspear, mwk blowgun, cloak of resistance +1, 8 obsidian gems (25 gp each)
===== Special Abilities =====
Envenom Weapon (Su) As a swift action, a number of times per day equal to her Constitution modifier, Chakussa can envenom a melee weapon or piece of ammunition she holds with poison from her fangs.
Poison (Su) Chakussa’s fangs produce poison similar to that of a giant black widow spider, except it is supernaturally acidic. Red Hourglass Poison: Bite—injury; save Fort DC 20; frequency 1/round for 6 rounds; initial effect 2d6 acid damage and staggered; secondary effect 1d3 Con and staggered; cure 2 saves. The save DC is Constitution-based.
Applying red hourglass poison to a weapon made of anything other than obsidian or a similar glass-like material deals 3d6 points of acid damage to the weapon (this damage is not halved, but the weapon’s hardness still applies).
Vermin Empathy (Su) This ability functions as a druid's wild empathy ability, save that it works only on vermin. Chakussa uses her Hit Dice as her effective druid level. Vermin are normally mindless, but this empathic communication imparts upon them a modicum of implanted intelligence, allowing Chakussa to train vermin and use them as guardians (although it does not grant them skills or feats).
Centuries ago on a remote jungle island, a wicked cult terrorized the island’s other inhabitants, hunting them like prey. Miscreants banished from their own tribes, the cultists worshipped evil spirits embodied in the form of spiders and other vermin. The cult’s fiercest disciple was Chakussa Takshu’al, a muscular human woman covered with red hourglass tattoos. One day, the cult’s enemies gathered in force and surrounded the cult at its secluded shrine. Cornered, Chakussa and the others chanted for salvation atop their most sacred monument, a colossal obsidian spider. As they chanted, they disappeared one by one, and a horde of giant vermin emerged from the jungle to destroy their enemies.
Recently, a group of explorers discovered the ancient monument, and while surveying the site, one fell victim to the bite of a black widow spider. Upon the explorer’s death, Chakussa sprang forth from the monument — except she was no longer human. She now had venomous fangs, and from the waist down, the body and legs of a giant black widow spider. Seeing this as a blessing that demanded sacrifice, Chakussa set upon the remaining explorers, slaying them all. Moments later, more cultists emerged from the monument, but with their original bodies intact.
Now, Chakussa serves as the reawakened cult’s champion and defender. Though her mindset is archaic and belligerent, Chakussa is nonetheless cunning. She methodically stalks the jungle, spinning webs to trap the unwary and directing giant vermin to attack intruders.