Spellcasting. The Andarial is a 13th level spellcaster. Its spellcasting ability is Charisma (spell save DC 21, +13 to hit with spell attacks). The Andarial has following wizard spells prepared:
At Will: Detect Magic, Poison Spray
3/day: Blight, Vampiric Touch, Wall of Stone, Web
1/day: Eyebite, Feeblemind, Prismatic Spray, Psychic Scream
Spider Climb. The Andarial can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check
Web Walker. The Andarial ignores movement restrictions caused by webbing.
Multiattack. The Andarial can use Charming Gaze, then makes two Sting attacks.
Sting. Melee weapon attack: +14 to hit, reach 10ft., one target. Hit: 15 (2D8+7) piercing damage plus 7 (2D6) poison damage. The target creature must a DC 21 CON saving throw or be poisoned with a 1 in 6 chance of being stunned for 1 round.
Charming Gaze. The Andarial chooses one creature within 120ft, it must succeed a DC 21 Wisdom saving throw, or the target is charmed until the end of Andarial's next turn. Andarial decides how the charmed target uses it's turn.
Enter the description for how bonus actions work for your monster here.
Reaction Name. Enter the description for your action.
The Andarial 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. The Andarial regains spent legendary actions at the start of it's turn.
Web. Cast the spell web.
Sting. Makes on sting attack.
Spider Call. The andarial summons 2 giant spiders, that have their own initiative.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Andarial, has the look of a female giant, with more fiendish appearance. Her flame red hair gravitas upwards, and has four spider like legs extending for her back. Besides all of this, Andarial is still a beautiful creature to look at. It has be said men have drove themselves crazy whilst in her presence.
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.
Comments