Large Construct, Lawful Neutral
Armor Class 16 plate
Hit Points 39 (6d6 + 6)
Speed 40 ft.
STR
14 (+2)
DEX
16 (+3)
CON
12 (+1)
INT
2 (-4)
WIS
11 (+0)
CHA
4 (-3)
Saving Throws DEX +5
Skills Acrobatics +5, Perception +12
Damage Vulnerabilities Bludgeoning, Fire
Damage Resistances Necrotic, Poison, Psychic, Radiant
Condition Immunities Charmed, Deafened, Frightened, Petrified, Poisoned
Senses Blindsight, Darkvision, Passive Perception 2
Languages --
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Lightning Absorption. Whenever the giant mechanical spider is subjected to lightning damage, it takes no damage and instead charges its electric discharge ability.

Bulb Burst. If the giant mechanical spider’s abdomen bulb is attacked and the spider drops to 0 hit points the bulb explodes with a burst of lightning energy. All creatures in a 30-foot radius of the exploding spider must make a DC 15 Dexterity saving throw, with disadvantage if they are wearing metal armor. Each creature takes 27 (6d8) lightning damage on a failed save, or half as much on a successful one.

Spider Climb. The constructs can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.


 

Actions

Multiattack. The giant mechanical spider can make two stabbing attacks with its leg blades.

Leg Blades. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

Laser Carbine. Ranged Weapon Attack: +4 to hit, range 90/225 ft., one target. Hit: 11
(2d8+2) radiant damage

Rocket Bomb (Recharge 3). The arachnid fires a rocket bomb to a point within 20 ft.  Each creature in a 5 ft radius of that point must make a DC 11 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one.

Reactions

Reaction Name. will always react to protect the sealed door over all else.

Description

Only the bulb abdomen is vulnerable to bludgeoning attacks

Lair and Lair Actions

A large columned hall with deep pools of oil in the middle

Lair Actions

can’t use the same effect two rounds in a row:

  • Dive, the arachnid dives into the oil pools and is hidden untill it resurfaces

 

Monster Tags: construct

Habitat: Underdark

PendleWormwood

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