Skaldar (3.5e Monster)

Fluff here.

Skaldar are enormous insectoid creatures that bear many traits common to spiders and mantises. Their prehensile mandibles are laced with a poison so intense few were said to have lived to tell the tale, and its two blade-like forelimbs tear through armor and flesh alike with ease. Thick scales of extremely hard chitin cover its body from both sides and repel arrows and blades.

A skaldar has a body the size of a plow horse, with legs spanning about 15 feet. Its two mantis-like limbs can strike at great distance. An average-sized skaldr weighs around 4,500 pounds.

Combat
Due due the incredible hardness of its chitinous scales, a skaldar's natural attacks are treated as adamantine for the purpose of bypassing damage reduction.

 : As a standard action, a skaldar can attempt to impale an adjacent creature upon one of its forelimbs. It makes a claw attack at a -4 penalty. If it hits, it deals normal damage and the target must make an immediate DC 19 Reflex save or be impaled, taking damage as if hit by the claw attack at the start of its every turn. Being impaled otherwise counts as being effectively grappled. A successful grapple or escape artist check ignoring the skaldar's size bonus allows the impaled creature to wrench free, although doing so will immediately deal claw damage (2d6+6) to the creature, and half damage (1d6+3) every subsequent round until a successful DC 20 Heal check stops the bleeding.

A impaled creature stabilized through treatment may take no move or standard actions until it recovers at least 1 hit point through natural or magical healing, or risk reopening its wounds. If the creature does perform a move or standard action, it must immediately make a DC 19 Fortitude save or reopen its wounds, continuing to bleed at 1d6+3 points of damage per round until retreated with a new Heal check.

 : Twelve eyes arrayed across its face plate in a symmetrical fashion give a skaldar a compound vision that spans almost 360 degrees. Creatures gain no bonuses from flanking a skaldar, unless they are invisible or otherwise undetectible by its modes of vision.

 : Injury, Fortitude DC 23, initial damage 1d8 Str, secondary damage 2d8 Str. Skaldar venom is highly perishable, losing its potency and becoming inert, foul-smelling goo almost as soon as it comes into contact with air. A skaldar's poison glands are worth a fortune, as the poison has many alchemical properties and medical applications. A non-perishable variant usable in combat can be cultivated with a DC 25 Craft (alchemy) check. The save DC is Constitution-based.

 : If a skaldar hits with both claw attacks, it pulls apart any armor worn by its foe. This attack deals 4d6+12 points of damage to the opponent’s armor. Creatures not wearing armor are unaffected by this special attack. Armor reduced to 0 hit points is destroyed. Damaged armor may be repaired with a successful Craft (armorsmithing) check.