Large Fey (Shapechanger), Neutral
Armor Class 15 (natural armor)
Hit Points 204 (24d10 + 72)
Speed 40 ft., climb 40 ft.
STR
15 (+2)
DEX
17 (+3)
CON
16 (+3)
INT
18 (+4)
WIS
21 (+5)
CHA
22 (+6)
Saving Throws STR +6, INT +8, WIS +9
Skills Deception +14, History +12, Insight +9, Perception +9, Persuasion +10, Stealth +11
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Senses Blindsight 10 ft., Darkvision 120 ft., Passive Perception 19
Languages All, Telepathy 120 ft.
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Innate Spellcasting. The Weaver's innate spellcasting ability is Charisma (spell save DC 18). The Weaver can innately cast the following spells, requiring no components:

At will: hypnotic patternskywritespider climbsuggestionweb
3/day each: clairvoyancesendingsilence
1/day each: legend lorelocate creaturemodify memory

Keen Hearing. The Weaver has advantage on Wisdom (Perception) checks that rely on hearing.

Magic Resistance. The Weaver has advantage on saving throws against spells and other magical effects.

Magic Weapons. The Weaver's weapon attacks are magical.

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

Web Sense. While in contact with a web, the Weaver knows the exact location of any other creature in contact with the same web.

Web Walker. The Weaver ignores movement restrictions caused by webbing.

Actions

Multiattack. The Weaver makes two bite attacks.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage, and the target must make a DC 16 Constitution saving throw, taking 13 (3d8) poison damage plus 9 (2d8) psychic damage on a failed save, or half as much damage on a successful one. If the poison damage or psychic damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed and charmed by the Weaver while poisoned in this way.

Web (Recharge 5–6). Ranged Weapon Attack: +7 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 18 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 12; hp 8; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).

Change Shape. The Weaver magically polymorphs into a humanoid that has a challenge rating no higher than her own, into a tiny spider, or back into her true form. She reverts to her true form if she dies. Any equipment she is wearing or carrying is absorbed or borne by the new form (her choice). In a new form, she retains her alignment, hit points, Hit Dice, ability to speak, proficiencies, languages, traits, and Intelligence, Wisdom, and Charisma scores, as well as this action. Her statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

Description

The Web Weaver is a giant spider that enjoys collecting and recounting stories and tales of all kinds, both truth and fiction, and uses these tales to deceive others into helping her weave even more elaborate and interesting stories. She listens across the entire world like a spider listens to vibrations in its web, and she can hear secrets and stories as they are whispered from ear to ear. The Web Weaver is not an incarnation of a specific type of land, but is instead connected to the passage of time and history itself. She remembers all the stories of the other spirits, such as when Coyote tricked Ram off of its cliff, or when the Weaver herself changed her shape to steal the sun for Eagle to hold in its talons.

To deal with the Weaver, a mortal must be prepared to separate truth from fiction. The Weaver tests those who seek to be her champion with many tales, asking them to idenfity the truth and the lies. Though there are few tales that the Weaver does not know, they do exist, and bringing her a story she has never heard before is one certain way to gain her attention and favor.

Primal Spirit Avatars

The wilderness in all its many forms — tundra, forest, desert, and other biomes — is not without awareness or agency. The land itself gives birth to mighty spirits, fey and elementals that are so ancient that they are largely forgotten except by the oldest in the multiverse. These primal spirits are all connected to a form of land, taking the shape of a plant or animal from their domains.

Though they are composed of powerful magic, these mighty spirits struggle to physically leave their ancient realms in some of the oldest parts of the Feywild: the savage wilds called the Spirit World. If their domains on the Material Plane are threatened, they project a weak reflection of their true nature, an avatar, to defend the land. These avatars take little effort for a primal spirit to control, and the spirit is not harmed if the avatar is slain.

Incarnations of Ancient Titans. The primal spirits are ancient beings that traversed the Feywild and the Material Plane when the world was young and the land was still forming. The spirits are each representations of the lands themselves. The majority of these spirits keep their ancient, true names a secret, though some are known by nicknames they have adopted for the benefit of mortals, such as Coyote or Greatmother Oak. Those nicknames have been used so often that they are now applied to any coyote or any oak tree, instead of merely the primal spirit, and the original names of these animals and plants have been lost.

Druids Serve as Champions. Primal spirits often require the aid of druids and archdruids to help defend their lands against despoilers. Druids can be trusted to act more swiftly and in more places than a spirit could possibly manage from their realm in the Feywild. Arch-druids can wield powerful enough magic to summon an avatar of the spirit without effort from the spirit itself, but primal spirits trust very few with this privilege. They entreat carefully with archdruids and only select their favorite among them as a champion who can conjure their avatar to aid both their goals.

Hatred for Despoilers. The spirits of nature despise those that would despoil nature in any of its forms. Not all forms of consumption earn the spirits' ire: the spirits themselves are often predator or prey, and understand that survival often means destruction. They despise the reckless and sometimes gleeful destruction of nature that has nothing to do with survival and too much to do with mortal flaws such as greed, pride, or ambition. This is what the spirits consider to be "despoiling."

Primal Nature. A primal spirit avatar doesn't require air, food, drink, or sleep.

Monster Tags: Shapechangerfey

Habitat: UnderdarkUrban

BenevolentEvil

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