Arach Spellbinder CR 10
Speed 30 ft., climb 10 ft.
Melee bite +15 (1d6+2), 6 slams +15 (1d4+2), or short sword +15/+10/+5 (1d6+2) and 5 short swords +15 (1d6+2), bite +10 (1d6+1 plus poison)
Special Attacks metamagic adept (2/day), multispell, poison (DC 21)
Spell-Like Abilities (CL 9th)
Sorcerer Spells Known (CL 7th)
3rd (5/day)—dispel magic, lightning bolt (DC 17), suggestion (DC 17)
2nd (7/day)—blindness/deafness (DC 16), daze monster (DC 16), invisibility, touch of idiocy
1st (7/day)—charm person (DC 15), chill touch (DC 15), expeditious retreat, identify, magic missile, ray of enfeeblement
0—dancing lights, daze (DC 14), detect magic, disrupt undead, ray of frost, read magic, touch of fatigue (DC 14)
During Combat Arach spellcasters open with a whirlwind of blows from their swordwielding arms. Arach fighters either opt for multiple blows from their short swords, or wield two large weapons or pole arms with no penalty for off handed attacks due to their use of three arms to balance and attack.
An arach spellbinder opens combat with a lightning bolt or touch of idiocy (if an opponent is within range). It follows this with a magic missile assault and then continues the battle mixing sword attacks and spell attacks.
Str 15, Dex 17, Con 16, Int 12, Wis 16, Cha 18
Base Atk +12; CMB +14; CMD 28
Feats Arcane Strike, Blind-Fight, Combat Casting, Dodge, Eschew MaterialsB, Improved Initiative, Iron Will, Still SpellB, Multiweapon Fighting, Weapon Finesse
Skills Climb +17, Craft (weaving) +9, Intimidate +17, Knowledge (arcana) +11, Knowledge (dungeoneering) +10, Perception +21, Spellcraft +11, Stealth +20; Racial Modifiers +4 Perception, +4 Stealth
Languages Common, Undercommon
SQ arcane bond (wand)
Combat Gear wand of scorching ray (23 charges), potion of cure moderate wounds; Other Gear bracers of armor +2
Arach Spellbinder from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.