Huge Monstrosity, Unaligned
Armor Class 19 Natural Armor
Hit Points 360 (20d12 + 120)
Speed 60 ft., climb 60 ft.
STR
24 (+7)
DEX
20 (+5)
CON
22 (+6)
INT
12 (+1)
WIS
24 (+7)
CHA
6 (-2)
Saving Throws STR +13, CON +12, WIS +13
Damage Vulnerabilities Necrotic, Psychic
Damage Resistances Cold, Fire
Damage Immunities Acid, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened, Grappled, Poisoned, Prone
Senses Darkvision 60, Passive Perception 23
Languages --
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Acrid Curse. The Acrid is a twisted abomination made by failed transmutation magic. It is immune to shape change effects such as the polymorph spell.

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

Sunlight Sensitivity. While in sunlight, the spider has disadvantage on attack rolls, as well as on Wisdom Perception checks that rely on sight.

Spider Climb. The spider 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 spider knows the exact location of any other creature in contact with the same web.

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

Actions

Multiattack. The spider makes four attacks: one with its fangs, one with it's web, and two with its legs or bile.

Fangs. Melee Weapon Attack: +13 to hit, reach 5 ft., one creature. Hit: 29 (5d8 + 7) piercing damage, and the target must make a DC 21 Constitution saving throw, taking 27 (6d8) poison damage on a failed save or half as much damage on a successful save.

Legs. Melee Weapon Attack: +13 to hit, range 10 ft., one creature. Hit: 34 (6d8 + 7) piercing damage. A creature that is hit by the leg must succeed at a grapple check or be impaled and grappled by the Acrid

Web. Ranged Weapon Attack: +13 to hit, range 60/120 ft., one creature. Hit: 9 (2d8) acid damage. The target is restrained by webbing and takes 9 (2d8) acid damage at the end of each of it's turns while restrained. As an action, the restrained target can make a DC 21 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 15; hp 25; immunity to bludgeoning, poison, and psychic damage).

Wretch BileRanged Weapon Attack: +12 to hit, Range 60/120, one creature. Hit: 25 (4d8 +7) Acid damage.

Legendary Actions

The spider can take (party size - 1) 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 spider regains spent legendary actions at the start of its turn.

Attack. The spider makes one attack with its legs.

Move. The spider moves up to half its speed.

Draw in. The Acrid Pulls a webbed target 15ft toward it and makes a bite if its in range.

Description

The Acrid Horror is a twisted mass of humanoids transmuted into one large spider-like abomination. Their legs have fractured bones protruding from them resembling large spiky hairs. their legs are formed from the melded flesh of many arms and legs. its head is 4 skulls merged together with one large mouth. the bottom jaw splits into separate mandibles and two large fangs grow from the mouth and drip a viscous poison. Its abdomen looks like a large pus-filled sack of stretched red-ish pink human flesh with random faces and ligaments protruding from it.

Lair and Lair Actions

Acrid's Nest in abandoned buildings that they have filled with webs and defecated corpses. Often they take up residence in the very location of the spell that spawned them.

Lair Actions

On initiative count 5 (losing initiative ties), the Acrid Horror takes a lair action to cause one of the following effects; the Acrid Horror can’t use the same effect two rounds in a row:

  • Call 1d4 Acrid Dreadguard
  • Feed on an ally acrid and regain 2d10 HP.
  • Create a bile pool in a 20ft radius circle. Creatures starting their turn in it make a dc 20 dex saving throw take 5d8 Acid damage or half as much on a success.
  • Release an unbearable stench that can cause varied effects in a 15 ft radius. All creatures in the area make a con save (DC 20) or take 4d8 poison for a fail of 15-19, take 6d8 poison and spend their turn vomiting on a 14 or below, half as much on a 20-24, and non on a 25+

 

LordVaskin

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