ZimiezekCreature 18
Source Pathfinder #206: Bring the House Down
Perception +33 (greater darkvision)
Languages Chthonian, Common, Daemonic, Diabolic, Utopian
Skills Lore +31, Acrobatics +35, Athletics +32, Deception +34, Society +31, Stealth +35, Survival +33
Str +6, Dex +7, Con +6, Int +5, Wis +9, Cha +6
AC 41; Fort +28; Reflex +31; Will +33;
HP 335
Speed 40 feet (climb 40 feet)
Immunities poison
Shortsword
+35 (+31, +27) to hit (agile, finesse, magical, reach 10, versatile s) 1d6 Acid + 3d6+14 PiercingBite
+33 (+28, +23) to hit (finesse, magical) 3d6 Poison + 3d10+14 PiercingDarting Legs

Trigger The zimiezek is targeted with an attack
Effect The Zimiezek gains a +2 circumstance bonus to AC against the triggering attack.
Reactive Strike
The zimiezek gains two extra reactions on their turn that they can only use to make Reactive Strikes.
Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.
Web RestraintsA creature hit by the zimiezek's web Strike is Restrained either to a surface or tethered to the zimiezek until it Escapes. The zimiezek gains a +2 circumstance bonus to [/act trip options=web-restraints] a tethered target and can Interact with the tether to pull a target 15 feet toward them.
Zimiezek Infection (disease, virulent)Anadis are immune
Saving Throw DC 37 fortitude
Stage 1 Clumsy 1 (1 day)
Stage 2 Clumsy 2 (eight spider legs start to grow out of your back; 1 day)
Stage 3 clumsy 2, Drained 1 (venomous fangs grow from your mouth, 1 day)
Stage 4 clumsy 2, drained 1, Slowed 1 (sticky webbing exudes from your flesh, 1 day)
Stage 5 Unconscious (you become cocooned in webbing, during which you have no need for food and water, 1 week)
Stage 6 death (and a brand new zimiezek emerges from your cocooned body)
Occult Innate Spells (DC 37, +29 to hit)
Cantrips (9th Level): Telekinetic Hand, Telekinetic Projectile
2nd Level: Web
4th Level: Translocate, Translocate (At Will)
The zimiezeks, also known as those-that-weave-secrets, are one of many creatures native to Duskfathom. They resemble large spiders with humanoid hands instead of spidery feet and possess vaguely humanoid heads with multiple eyes and spider fangs for jaws. Their faces are often shrouded by a veil, mask, or webbing to both hide their identity and as a gesture of peace, for a zimiezek's bite can turn other humanoids into them.
Unlike the karumzeks, Norgorber's more common divine servitors, zimiezeks almost never leave Duskfathom. Most are average citizens who revere Norgorber as both deity and prince. Only a few serve the god of secrets directly as the city's security and elite strike force.
Uncertain Origins
The zimiezeks believe the first of them arose from souls who were once Norgorber's allies in life who stumbled upon the god's greatest secret and were slain to conceal his identity. Some doubt this claim, given Norgorber's anathema on showing mercy. Nevertheless, a connection exists between Norgorber and both zimiezeks and karumzeks that lets the god automatically know the creatures' names and identities.
Traits
This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.
AberrationAberrations are creatures from beyond the planes or corruptions of the natural order.
FiendCreatures that hail from or have a strong connection to the unholy planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.
UnholyEffects with the unholy trait are tied to powerful magical forces of cruelty and sin. They often have stronger effects on holy creatures. Creatures with this trait are strongly devoted to unholy causes, and often have weakness to holy. If a creature with weakness to unholy uses an unholy item or effect, it takes damage from its weakness.