Large Fiend, Neutral Evil
Armor Class 19 Natural Armor
Hit Points 250 (24d12 + 100)
Speed 40 ft.
STR
14 (+2)
DEX
16 (+3)
CON
23 (+6)
INT
15 (+2)
WIS
22 (+6)
CHA
17 (+3)
Saving Throws DEX +10, CON +13, WIS +13
Skills Arcana +9, Deception +10, Intimidation +10, Stealth +10
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Acid, Poison
Condition Immunities Poisoned
Senses Blindsight, Darkvision, Passive Perception 23
Languages --
Challenge 21 (33,000 XP)
Proficiency Bonus +7
Traits

Armor of Spiders (Mythic Trait; Recharges after a Short or Long Rest). If Weavess is reduced to 0 hit points, she doesn’t die or fall unconscious. Instead, she regains 200 hit points. In addition, Weavess' children immediately swarm over her body to protect her, granting her 100 temporary hit points.

Legendary Resistance (3/Day). If Weavess fails a saving throw, she can choose to succeed instead.

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

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

Web Walker. Weavess ignores movement restrictions caused by webbing.

Actions

Multiattack. Arasta makes three attacks: one with her bite and two with her claws.

Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one creature. Hit: 20 (3d8 + 7) piercing damage, and the target must make a DC 21 Constitution saving throw, taking 32 (5d12) poison damage on a failed save, or half as much damage on a successful one. If the 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 while poisoned in this way.

Claws. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 17 (3d6 + 7) slashing damage.

Web of Hair (Recharge 4–6). Arasta unleashes her hair in the form of webbing that fills a 30-foot cube next to her. The web is difficult terrain, its area is lightly obscured, and it lasts for 1 minute. Any creature that moves into the web or that starts its turn there must make a DC 21 Dexterity saving throw. On a failed save, the creature is restrained while in the web. A creature can use an action to make a DC 21 Strength check. On a success, it can free itself or a creature within 5 feet of it that is restrained by the web. This webbing is immune to all damage except magical fire. A 5-foot cube of the web is destroyed if it takes at least 20 fire damage from a spell or other magical source on a single turn.

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

Arasta 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. Arasta regains spent legendary actions at the start of her turn.

Claws. Arasta makes one attack with her claws.

Swarm (Costs 2 Actions). Arasta causes two [Tooltip Not Found] to appear in unoccupied spaces within 5 feet of her.

Toxic Web (Costs 3 Actions). Each creature restrained by Weavess' Web of Hair takes 18 (4d8) poison damage.

Mythic Actions

When Weavess resurrects, she can use the options below as legendary actions, as long as she has temporary hit points from her Armor of Spiders.

Swipe. Weavess makes two attacks with her claws.

Web of Hair (Costs 2 Actions). Weavess recharges Web of Hair and uses it.

Nyx Weave (Costs 2 Actions). Each creature restrained by Weavess' Web of Hair must succeed on a DC 21 Constitution saving throw, or the creature takes 26 (4d12) force damage and any spell of 6th level or lower on it ends.

Description

Though the youngest of the three Crones, the Weavess was not one jot less ugly or evil than her older sisters. It was she who wove their magic tapestries of human hair gathered as tribute from the young children of nearby villages during their "cutting" ceremonies. These tapestries were how the worshipers of the Ladies of the Wood made contact with and paid homage to their deities.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Fonderbasilisk

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