Demon, Miska The Wolf Spider
“Miska the Wolf-Spider: The Demonic Lord of Arachnid Terror!”
- Pantheon: Demon Lords
- Title: The Wolf Spider
- Symbol: A twisted amalgamation of a spider and a wolf’s head
- Home Plane: Abyss
- Level: Demon Lord
- Alignment: Chaotic Evil
- Aliases: Prince of Demons
- Superior: Queen of Chaos
- Traditional Allies: Other demons chaotic entities
- Traditional Foes: Forces of Law and Order
- Divine Artifact: The Rod of Seven Parts (partially trapped his essence)
- Servants: Various demonic minions, corrupted creatures
- Servitor Creatures: Spyder-fiends, demonic spiders
- Sacred Animal: Spiders and wolves
- Manifestations: Nightmares, twisted webs of chaos, shadowy illusions
- Portfolio: Chaos, vengeance, manipulation, corruption
- Domains: Chaos, Trickery, Destruction
- Favored Weapon: Clawed appendages, enchanted weapons
- Favored Class: Warlock
- Favored Race: Demons, creatures of chaos
- Gender: Male
- Abode/Base of Operations: Imprisoned within a fortress in Pandemonium
- Affiliation(s): Forces of chaos
- Significant Others: The Queen of Chaos (allegiance)
Appearance: Miska, known as the Wolf Spider, presents a terrifying sight, reminiscent of a nightmarish fusion between arachnid and humanoid. His monstrous form boasts three heads: a central humanoid one flanked by two wolf-like heads, all with gleaming eyes filled with malice. With four humanoid arms and a spider-like body, Miska exudes an aura of dread, his visage adorned with long, black hair contrasting against his blue-black body streaked with bands of gray, silver, and blue.
Behavior: Cruelty and chaos define Miska’s demeanor, driven by a relentless thirst for revenge against the Wind Dukes who imprisoned him. Despite his malevolence, a curious yearning for order and neatness flickers within him, an echo of his essence trapped within the Rod of Seven Parts. Miska’s actions are calculated and ruthless, his schemes shrouded in cunning as he seeks to sow discord and unleash chaos upon the world.
Habitat: Native to the Abyss like all tanar’ri, Miska was long imprisoned within a fortress concealed deep within the swirling depths of Pandemonium. Enveloped by a cocoon of Law, his incarceration spanned untold millennia, yet his influence extended far beyond his prison walls, casting a shadow of fear across the realms.
Modus Operandi: As a demon lord, Miska possesses an array of formidable abilities, from shapechanging and mimicry to regeneration and immense strength. He revels in manipulation, often assuming deceptive forms to ensnare unsuspecting victims in his web of deceit. Miska’s strategies are as varied as they are treacherous, weaving intricate plots to destabilize and corrupt those who dare oppose him.
Motivation: Driven by an insatiable thirst for vengeance, Miska’s primary motivation is the destruction of his enemies and the subjugation of the multiverse under his chaotic rule. His imprisonment only fueled his desire for retribution, driving him to unleash untold horrors upon those who stand in his way. As the Wolf Spider, Miska’s ambition knows no bounds, and his wrath knows no mercy.
Miska, The Wolf Spider 5e
Miska, The Wolf Spider 3.5
Miska, The Wolf Spider
Demon Lord, Chaotic Evil
Armor Class: 30 (Natural Armor)
Hit Points: 600 (40d10+320)
Speed: 60 ft., Climb 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
30 (+10) | 22 (+6) | 30 (+10) | 24 (+7) | 28 (+9) | 28 (+9) |
Saving Throws: Dex +16, Con +18, Wis +19, Cha +19
Skills: Acrobatics +16, Intimidation +21, Perception +19, Persuasion +21, Stealth +16
Damage Resistances: Cold, Fire, Lightning
Damage Immunities: Poison, Acid, Necrotic
Condition Immunities: Blinded, Charmed, Deafened, Frightened, Paralyzed, Petrified, Poisoned
Senses: Truesight 120 ft., Darkvision 120 ft., Passive Perception 29
Languages: Abyssal, Telepathy 120 ft.
Challenge Rating: 33 (185,000 XP)
TRAITS
Legendary Resistance (3/Day): If Miska fails a saving throw, he can choose to succeed instead.
Regeneration: Miska regains 50 hit points at the start of his turn. If he takes radiant damage or is destroyed by a wish or miracle, this trait doesn’t function.
Magic Resistance: Miska has advantage on saving throws against spells and other magical effects.
Spider Climb: Miska can move up, down, and across vertical surfaces and upside down along ceilings, without needing to make an ability check.
Web Sense: Miska can sense the presence of creatures within 60 feet of him that are in contact with his webbing, even if he can’t see them.
Acidic Blood: When Miska is hit by a piercing or slashing weapon, the attacker must make a DC 28 Dexterity saving throw, taking 10d10 acid damage on a failed save, or half as much on a successful one.
ACTIONS
Multiattack: Miska makes three attacks: one with his bite, one with his slam, and one with his weapon of choice.
- Bite: Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 4d6+10 piercing damage, and the target must make a DC 28 Constitution saving throw or become poisoned for 1 minute (DC 28 to end the effect early). If the target fails, it takes an additional 3d6 poison damage at the start of each of its turns.
- Slam: Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 3d8+10 bludgeoning damage.
- Web: Ranged Weapon Attack: +16 to hit, range 30 ft., one target. Hit: The target is restrained by webbing. A creature restrained by the web can use its action to make a DC 28 Strength check, freeing itself on a success.
Weapon of Speed: Miska wields a +3 Scimitar of Speed and a +5 Scimitar of Disintegration. Miska can attack twice per round with the Scimitar of Speed, and it grants him an additional attack on his bonus action.
- +5 Scimitar of Disintegration: Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 4d6+12 slashing damage. If the target is lawful, it must make a DC 28 Constitution saving throw or be destroyed as though by the disintegrate spell.
SPELLCASTING
Spellcasting: Miska is a 20th-level spellcaster. His spellcasting ability is Charisma (spell save DC 28, +20 to hit with spell attacks). He has the following spells prepared:
Cantrips (at will): Thaumaturgy, Toll the Dead, Eldritch Blast, Acid Splash, Chill Touch
1st level (4 slots): Disguise Self, Witch Bolt, Command, Cause Fear
2nd level (3 slots): Misty Step, Mirror Image, Hold Person, Scorching Ray
3rd level (3 slots): Counterspell, Fear, Bestow Curse, Animate Dead
4th level (3 slots): Greater Invisibility, Phantasmal Killer, Blight, Greater Restoration
5th level (2 slots): Cloudkill, Dominate Person, Telekinesis
6th level (2 slots): True Seeing, Chain Lightning, Blade Barrier
7th level (2 slots): Plane Shift, Finger of Death, Power Word Pain
8th level (1 slot): Power Word Stun, Earthquake
9th level (1 slot): Wish, Foresight
LEGENDARY ACTIONS
Miska can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Miska regains spent legendary actions at the start of his turn.
- Attack: Miska makes one slam or bite attack.
- Web Barrage (Costs 2 Actions): Miska shoots a burst of webs in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 28 Dexterity saving throw, taking 4d10 + 10 acid damage on a failed save, or half as much on a successful one.
- Command Demons (Costs 3 Actions): Miska summons 1d4 + 1 demons of any type (balors, mariliths, or bebiliths) to appear within 60 feet of him. They act immediately on Miska’s turn and obey his mental commands.
LAIR ACTIONS
On initiative count 20 (losing initiative ties), Miska can take a lair action to cause one of the following effects. He can’t use the same effect two rounds in a row.
- Chaotic Illusions: Miska creates nightmarish illusions in the minds of his enemies. Each creature of his choice within 60 feet must make a DC 28 Wisdom saving throw or become frightened of Miska for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
- Webbed Entanglement: Miska summons vast webs across the battlefield, reducing movement by half for all creatures within 60 feet of him for 1 minute. Creatures who attempt to move through the webs must make a DC 28 Strength saving throw or become restrained.
- Destructive Surge: Miska summons chaotic, destructive energy from the Abyss. Each creature within 30 feet of him must make a DC 28 Dexterity saving throw, taking 5d10 fire or lightning damage (Miska’s choice) on a failed save, or half as much on a successful one.
REGIONAL EFFECTS
The region surrounding Miska’s lair is warped by his chaotic influence. The effects are noticeable within 1 mile of his lair.
- Chaotic Weather: The weather within 1 mile of Miska’s lair is always turbulent. Heavy winds, thunderstorms, or violent lightning storms occur randomly, causing difficult terrain for creatures moving through the area.
- Nightmarish Dreams: Creatures who sleep within 1 mile of Miska’s lair experience terrible nightmares. They suffer disadvantage on Wisdom saving throws for the next 24 hours, and if they fail, they take 2d6 psychic damage as they wake up in terror.
- Corrupted Wildlife: Animals and plants within the region twist into horrific, mutated forms. The creatures are aggressive and chaotic, often attacking on sight. These creatures gain the fiendish creature type.
LEGENDARY POWERS
Poisonous Abyss: As an action, Miska can call forth the power of the Abyss itself. Each creature within 60 feet of him must make a DC 28 Constitution saving throw or take 8d10 poison damage, becoming poisoned for 1 hour (DC 28 to end the effect early).
Abyssal Grasp: Once per day, Miska can target one creature within 120 feet. The target must make a DC 28 Strength saving throw or be telekinetically pulled towards Miska and restrained for 1 minute. While restrained, the target takes 3d10 acid damage at the start of each of its turns.
ROLE AND LORE
Miska the Wolf Spider, also known as the Demonic Prince of Arachnid Terror, is a being of unspeakable power, forged in the black heart of the Abyss. His endless hunger for chaos and destruction is matched only by his insatiable thirst for vengeance against those who have crossed him. Miska’s webs are said to extend across realms, manipulating and controlling creatures, and his very presence warps the world around him.
Once an unstoppable general of the forces of Chaos, Miska led countless legions of demons to victory during the ancient wars of the planes. However, his ambitions led to his downfall when the Wind Dukes (Vaati) trapped him with the Rod of Seven Parts, binding him in a prison deep within the Pandemonium plane.
Now, Miska waits in eternal fury, a force of vengeance, seeking to break free from his prison and resume his conquest of the multiverse. His form is a grotesque fusion of human, wolf, and spider—three heads: one a human visage of haunting beauty, the others horrific wolf heads, all crowned by the spidery, arachnid body. Miska’s power is formidable and terrifying, with his influence leaking out even from his prison, spreading chaos and fear across planes.
RELATIONSHIPS AND MOTIVATION
Miska’s alliances are primarily with the forces of Chaos, including various other demons and chaotic entities. His primary foe is any force of Law and Order, especially those that imprisoned him. His greatest nemesis is the Wind Dukes, whom he seeks to destroy above all else.
His alliance with the Queen of Chaos remains unyielding, and together they plot the downfall of the forces of Law. However, Miska’s ambitions are boundless, and should he break free, he intends to bend all of existence to his chaotic will.
Demon, Miska, The Wolf Spider | |
Large outsider (Chaotic, Evil) | |
Hit Dice | Current: 24d8+168 (138 hp) |
Full Essence | 24d8+168 (276 hp) |
Initiative | +6 (+2 Dexterity, +4 Improved Initiative) |
Speed | 50 ft, Climb 30 ft |
AC | 31 (-1 size, +2 Dexterity, +20 natural) |
Attacks: Current | 4 slams +30 melee, 2 bites +28 melee; or +3 scimitar of speed +33/+33 melee, +5 scimitar of disintegration +33 melee, 2 +3 morningstars +31 melee, 2 bites +28 melee melee, 2 +3 morningstars +31 melee, 2 bites +28 melee |
Full Essence | 4 slams +37 melee, 2 bites +35 melee; or +3 scimitar of speed +40/+40 melee, +5 scimitar of disintegration +40melee, 2 +3 morningstars +38 melee, 2 bites +35 melee |
Damage: Current | Slam 1d8+10, bite 1d8+3 and poison; or +3 scimitar of speed 1d6+10, +5 scimitar of disintegration 1d6+6, +3 morningstar 1d8+6, bite 1d8+3 and poison |
Full Essence | Slam 1d8+14, bite 1d8+3 1d8+7 and poison; or +3 scimitar of speed 1d6+17, +5 scimitar of disintegration 1d6+12, +3 morningstar 1d8+10, bite 1d8+7 and poison |
Face/Reach | 5 ft by 5 ft/10 ft |
Special Attacks | Spell-like abilities, summon demons, poison, web, acidic blood |
Special Qualities | Damage reduction 30/+3, SR 28, freedom of movement, demon qualities, telepathy, sound imitation, regeneration 10, Darkvision 120 ft |
Saves | Fort +21, Ref +16, Will +18 |
Abilities | Strength 25 (39)*, Dexterity 15, Constitution 25, Intelligence 10 (20)*, Wisdom 18, Charisma 20 |
Skills | Bluff +20, Climb +27 (+38)*, Concentration +34, Diplomacy +32, Gather Information +24, Intimidate +29, Knowledge (arcana) +27(+32)*, Knowledge (planes) +27 (+32)*, Knowledge (religion) +27 (+32)*, Listen +24, move silently +17, Search +20 (+25)*, Sense Motive +24, Spellcraft +15 (+20)*, Spot +24 |
Feats | Blind-Fight, Cleave, Great Cleave, Improved Initiative, Multiattack, Multidexterity, Multiweapon Fighting, Power Attack |
Climate/Terrain | Any land and underground |
Organization | Solitary |
Challenge Rating | 55 |
Treasure | None plus +3 scimitar of speed, +5 scimitar of disintegration, and two +3 morningstars |
Alignment | Always chaotic evil |
Advancement | By character class |
* Part of Miska’s essence is stored in the Rod of Seven Parts. He cantransfer his essence back to his body if he can but grasp the fully assembled Rod with two hands or if the Rod’s true resurrection power is used on him. If successful, he gains the ability scores, skills, hit points, and attack and damage bonuses listed.
The Rod will fly 10d10x100 feet away from Miska once his essence is drawn from it.
During the ancient war between Law and Chaos, Miska was an invincible general. He was leading the hordes of Chaos to victory until the heroic vaati (Wind Dukes) pierced him with the Rod of Seven Parts at the battle of Pesh and subsequently imprisoned him to protect the multiverse.
Miska appears as an enormous half-human half-wolf spider. He has three heads. The central head is human and stunningly handsome; two sleek and terrible wolf heads flank the human one. He has four massive arms covered with long, stiff hairs.
The fur on the wolf heads is rust red, as are the hairs on Miska’s arms. His human head has long, flowing hair as black as night. His spider body is blue-black, like a knife blade discolored by flame, and marked with bands of gray, silver, and blue. His arms are as white as bleached ivory.
COMBAT
Miska is a very deadly opponent in combat. He uses all of his powers to their fullest. His favorite method is physically assaulting his opponent with his vast array of weaponry.
Miska wields a +3 scimitar of speed, two +3 morningstars, and a +5 scimitar that disintegrates any lawful creature it touches. While he attacks with his weapons, his wolf heads will bite an opponent.
Spell-Like Abilities:
- At will – blasphemy, deeper darkness, desecrate, detect good, detect law, fear, dispel magic, greater, pyrotechnics, read
magic, suggestion, symbol of death, symbol of fear, symbol of insanity, symbol of pain, symbol of persuasion, symbol of strife, symbol of stunning, symbol of weakness, telekinesis, teleport without error (self plus 50 pounds of objects only), tongues (self only), unhallow, unholy aura, and unholy blight; - 3/day – slow, shapechange;
- 1/day – implosion.
These abilities are as the spells cast by a 20th-level sorcerer (save DC 15 + spell level).
- Poison (Ex): Bite, Fortitude save (DC 29); initial damage 2d6 temporary Dexterity, secondary damage 2d6 temporary Dexterity.
- Acidic Blood (Ex): When Miska is struck by a piercing or slashing weapon for 10 points of damage or more, the attacker must succeed at a Reflex save (DC 29) or die from the poisonous blood that sprays from the wound. Even if save is successful, the attacker suffers 2d6 points of damage from the caustic properties of the ichor.
- Web (Ex): Every 1d4 rounds Miska can shoot webs from his abdomen. This attack is like a web spell, with a few exceptions. The range is 30 feet, and the webs are permanent, nonmagical, and cannot be dispelled. The DC for evading or breaking free from the web is 29, and there is a 75% chance that the webbing won’t burn if any sort of fire is applied to it (check each round).
- Freedom of movement (Ex): Miska cannot be trapped in webs of any kind, magical or normal.
- Sound Imitation (Ex): Miska can mimic any sound or voice. Will save (DC 27) to detect.
- Summon Demons (Sp): Twice per day Miska can automatically summon 1d2 bebiliths, two balors, two marilith, or two glabrezu.
- Regeneration (Ex): While the Rod exists Miska cannot be slain, even by a miracle or wish. As long as the Rod of Seven Parts exists, no form of attack does normal damage to him. Miska regenerates even if slain with death magic or disintegrated. These attack forms merely reduce him to -10 hit points. He is immune to effects that produce incurable or bleeding wounds, such as a sword of wounding, mummy rot, or a clay golem’s wound ability.
- If slain, his weapons disappear, and he reforms (with his weapons) in 1d10 minutes.
- Lost limbs regrow in 1d6 minutes. Miska can reattach severed limbs immediately by holding it to the stump.
- If Miska regains his essence, he may be slain as any other demon, though the would-be slayers must contend with his increased powers.
- Scimitar of Disintegration: Any lawful creature struck by this scimitar must succeed at a Fortitude save (DC 19) or be destroyed as if by a disintegrate spell.
- Scimitar of Speed: Miska gains one extra attack at his full attack bonus with this weapon each round.
- Demon Qualities (Ex): Immune to poison and electricity; cold, fire, and acid resistance 20.
- Telepathy (Su): Miska can communicate telepathically with any creature within 100 feet that has a language.
NOTES ON MISKA
Miska is currently trapped in a prison on the plane of Pandemonium.
Once reunited with the Rod of Seven Parts, the bubble of Law that binds him will weaken enough for him to break free, and take his place as general of the armies of Chaos.
Miska was first mentioned in the Dungeon Master’s Guide (Gary Gygax, 1979) and was fully detailed in the Rod of Seven Parts boxed set (Skip Williams, 1996).