Large unknown, Unaligned
Armor Class 17 (natural armor)
Hit Points 400 (1d10 + 4)
Speed 40 ft., Climb 40 ft.
STR
16 (+3)
DEX
25 (+7)
CON
20 (+5)
INT
7 (-2)
WIS
14 (+2)
CHA
7 (-2)
Saving Throws DEX +10, CON +8
Skills Acrobatics +5, Athletics +3, Intimidation +2, Stealth +7, Survival +1
Damage Resistances All
Senses Blindsight 10 ft., Darkvision 60 ft., Passive Perception 10
Languages --
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

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

Twilight Amps. An Amp is a recharge ability only unique to Eclipsing Angels, Twilight Demons, Crescent Tamars, Ether Guardians, Ether Heroes or any creature with direct heritage to these types. Twilight Amps specifically, have higher recharges and more reckless abilities. They are usually reactions or bonus actions.

Calamity's Resistance. The Aegis Arachnis is resistance to all damage types and immune when defending.

Ethereal Weakness. The Aegis Arachnis is weak to damage done by any Ether Weapon, Amp, Guardian Ability, Hero Potential, or Crescent Cycle.

Free Umbrellas! Creatures can pick up and use the umbrellas produced by the Aegis Arachnis.

Actions

Multiattack. The Aegis Arachnis makes 2 melee attacks. One with it's Slash and one with it's headbutt. It can then also use it's Umbrella Launch action. If can also choose to use two slash instead of a slash and headbutt.

Slash. Melee Weapon Attack: +6 to hit, reach 10ft., 1 target. Hit: 1 (12d + 3) slashing damage. The twilight demon slashes a target with on of it's legs, the target must make a DC 14 constitution saving throw or become Spell Jinxed.  

Defend. The Twilight Demon puts up it's guard and protects itself, it's AC raises to 20 while in this state. 

Headbutt. Melee Weapon Attack: +6 to hit, The twilight demon dashes in a 15-foot straight line that is 10 feet wide, if large or 5 feet wide if medium. Each creature in that line must make a DC 14 Dexterity saving throw, taking (2d10+3) bludgeoning damage on a failed save and being knocked prone or dodge out the way to an unoccupied 5 feet space that's not within the line, on a successful one.

Umbrella Launch. The twilight demon launches one of it's many umbrella-like spikes at 1d8 targets. Roll another 1d8 for every umbrella-spike launched to determine which kind is launched. 

1 Classic (Normal). A spike practically identical to a normal sized umbrella. When launched at a target, it does 1d8+3 bludgeoning damage in 60 foot line that's 5 feet wide. If a creature's HP reaches 0 with this move, it punctures them, forcibly springs open and they die.

2 Golf (Giant). A spike practically identical to a normal umbrella but instead it is much larger. It fires in a line up to 60 feet that's 10 feet wide and does not stop unless completely obstructed. It does 2d8+3 bludgeoning damage to any creatures hit by it.

Compact (Spike). A spike practically identical to a compacted umbrella. It fires in a 120 foot line that's 5 feet wide. If a creature is hit by it, it does 1d4+3 piercing damage and falls to the ground within a 5 foot space. 1 round later it will spring open, doing 2d8+3 piercing damage to any creatures or objects within 5 feet, the creature(s) must make a DC 16 Dexterity saving throw or be knocked prone. If the creature's HP reaches 0 with this move, the umbrella punctures them, forcibly springs open and they die.

Parasol (Float). A spike practically identical to a parasol. If fires in 30 foot line, obstructed by any solid objects. If a creature is hit by it, the creatures takes 1d4+3 bludgeoning damage and must succeed a DC 16 constitution saving throw or become stunned for one turn. Afterwards, the umbrella will float in the air between 5 to 60 feet, it can withstand a 1000 pounds, can be stood atop on or be used to glide with. If gliding with it, it falls 5 feet for every 5 feet moved.

Bubble (Bounce). A spike practically identical to a bubble umbrella. It fires in a 60 foot line. If a creature is hit by it, they take no damage but will be knocked prone. The umbrella will keep bouncing until all 60 feet is used. It can be used a bouncy platform, creatures who use it as such can bounce up to 60 feet high but will take fall damage when applicable.

6 Paper Umbrellas (Saw). A spike practically identical to a Chinese paper umbrella. It fires in a 60 foot line, bouncing off of an solid objects until it's feet is used up. The umbrella spins as similarly to a sawblade. It keeps spinning and moving until destroyed, drenched with a liquid or set ablaze. After the initial launch it will keep moving 15 feet per round. If a creature is hit by it, they take 1d6 slashing damage, it cannot occupy a creatures space while moving but can go through. An opportunity attack can be used to destroy it.

Rocket (Explosive). A spike practically similar to a normal sized umbrella except it launches directly upward into the air and after 1 round,  it falls straight to the ground in a 15 foot spherical explosion. Any creature in range must succeed a DC 13 Dexterity Saving throw or take 3d8+3 fire damage.

Stone (Heavy). A spike practically similar to a golf umbrella except it's made of solid stone. It fires in a 15 foot line, obstructed by any medium or large object or creature. If a creature it hit with it, they take 3d8+3 bludgeoning damage and if the umbrella stops on a creature's space it must succeed a DC 13 Dexterity Saving Throw or be knocked prone with the umbrella falling on top of them. The creature must succeed a DC 16 athletics check to remove the umbrella, any addition creatures that help with the check decreases the check by 2. The Umbrella is made of a solid stone material and cannot close if open and vice versa. The Umbrella weighs 350 pounds.

Bonus Actions

Jump. The twilight demon can choose to jump 20 feet in any direction with no cost to it's movement.

Whirl Attack. (Tw.Amp, Recharge 1d8, 7-8). The Aegis Arachnis spins in at a fast speed with it's legs spread out like a gear or sawblade of sorts. It can move up to 30 feet like while in motion. Any creature in it's wake must succeed a DC 16 Dexterity Saving throw or get hit taking 4d8+3 slashing damage and be knocked prone.

Reactions

Umbrallakitis (Tw.Amp, Recharge 1d8, 7-8). The Aegis Arachnis sprays a disease carrying substance at a creature. The creature must succeed a DC 16 Constitution Saving throw or succumb to the effects of Umbrallakitis. When infected, the creature slowly starts growing small cocktail umbrellas all around their bodies. These umbrellas do 1d6 damage per round absorbing it from their host. This disease cannot bring the host below 1 HP. It can be cured by any curse or disease curing spell.

Legendary Actions

The Aegis Arachnis 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 Aegis Arachnis regains spent legendary actions at the start of its turn.

Umbrella Launch. It can choose to fire 1d4 umbrellas at 1d4 targets.

Spring Jump. It can choose to use the jump bonus action freely without consuming a bonus action.

Melee Attack. It can choose take the Slash or Headbutt actions.

Mythic Actions

 Once the Aegis Arachnis reaches 300 HP, it'll fake it's death then will split itself. It's original form while shrink into a medium size and it will create 3 small sized variants of itself. The Aegis Arachnis speeds will drop to 30 feet, it's damage will be halved, it's AC will drop by 3 and it's Max HP will become 100. It will become more defensive-oriented, using it's defend action more often, keeping it's distance from enemies and letting it's smaller variants do more of the work. If it dies first, it's smaller variants will also die.

The smaller variants have a speed of 30, climbing speed of 20, AC of 12,  and resistant to all damage types and do a quarter of damage. They are more attack oriented and have a Max HP of 50. They share all the same ability scores and actions as the medium sized variant.

 

Description

A large spider-like monstrosity that took residence in a small town in Yars Tip. a black eight-legged creature that has blue glowing hexagonal eyes and most notably spikes on it's back that look and function similar to umbrellas. The Umbrella-like spikes have different shapes colors and patterns. It can fire it's spikes and spray a disease contracting poison, it is unable to spin webs however. Created from Umbra energy, it is a powerful Twilight Demon.
One of the former Crescent Tamars of Skydream, Yvette Plainday, was said to have wielded a magical umbrella imbued with the power to resist the very nature of the world itself. 
In her final moments, she used her signature umbrella to protect and save a young ice blue kobold named Rosalina McField who ended up becoming the latest Crescent Tamar of Skydream. Yvette perished, Rosalina was saved however the umbrella disappeared.
Upon the defeat of the Twilight Demon known as the Aegis Arachnis by the Ether Guardians Braelor, Doris, Miri, Zox and Nympth. The Aegis Arachnis ostracized It’s chaotic form turning into the very umbrella wielded by Yvette Plainday...
CREDIT: Image comes from ShadowLink720 on Deviantart. Image is of Ba'al Urchin from Bravely Default / Bravely Second.

Lair and Lair Actions

The Twilight Demon made it's home on Yars Tip, the peninsula at the southern most part of the isle of Yarsborn. Originally, it use to be one of the hideouts of the Dreadfang however they fleed when this creature arrived and made it's lair there. Like any Twilight Demon's lair, most of the color of the area is stripped away. The grass however was a pinkish purple color and the water had small colorful lights floating about. The area does not have a single web but umbrellas are seen about growing from any place they can.

On initiative count 20 (losing initiative ties), the twilight demon takes a lair action to cause one of the following effects; the twilight can’t use the same effect two rounds in a row:

  • The Twilight Demon creates umbrellas that erect from the ground in a 15 foot line. Roll 1d8 to determine what kind of umbrellas emerged. Each creature must succeed a DC 14 Dexterity Saving Throw or suffer the effects of the umbrella and be pushed out of the spaces the umbrellas emerged from.
  • The twilight demon screeches and a cloud of magic appears in a 120 foot area in which random umbrella will rain down, if a creature is within range, at the end of their turns they suffer the effects of 1 random umbrella. This effect disappears when this lair action is used again. Creatures can use any free umbrella to shield themselves from this lair effect if they have not interacted with another item or umbrella yet.
  • Giant Umbrella spires made of tiny umbrellas erect from the ground and are 30 feet tall. These umbrella spires can be interacted and touched with as if they were a solid surface. The umbrella spires are open and can be used as platforms for all creatures. Any creature underneath when they erect are simply taken up with the spires with no harm done or concentration broken. They fall apart and disappear when this action is used again.

Regional Effects

The region containing a Twilight Demon' is warped by the it's mere presence, which creates one or more of the following effects:

  • Plant life within a 1 mile radius, have umbrellas growing from them or take the form of an umbrella
  • Unaligned creatures become more defensive and territorial especially ones with younglings 
  • Twilight Demons drain the magic of the creatures it attacks and plant life automatically are drained. Creatures, plant life and objects loose their color becoming shades of gray and lose ability to use spell slots, the gray colorizations appears more and more the closer to the Twilight Demon.

Previous Versions

Name Date Modified Views Adds Version Actions
4/19/2021 1:50:05 AM
7
0
5e
Coming Soon
Douchy_Mango_22

Comments

Posts Quoted:
Reply
Clear All Quotes