Medium Beast, Unaligned
Armor Class 15 (natural armor)
Hit Points 32 (5d10 + 5)
Speed 30 ft., Climb 30 ft.
STR
15 (+2)
DEX
15 (+2)
CON
12 (+1)
INT
6 (-2)
WIS
10 (+0)
CHA
6 (-2)
Skills Stealth +6
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Blinded, Grappled, Prone, Restrained, Stunned
Senses Darkvision 60 ft., Passive Perception 10
Languages --
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

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

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

Hardened Carapace. The Arochnid's carapace is hardened with the rock surrounding its lair. They easily blend into their surroundings and has advantage on stealth checks.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a successful one. If the poison 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.

Web (Recharge 5–6). Ranged Weapon Attack: +4 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 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).

Description

Arochnid's are indigenous to the Ashland's of Dycothia and are generally found in the abandoned tunnels and mines beneath Oberon's Maw, where they feed on those lost in the dark, from small rats to anything large enough to get snared in their webs.

Additionally, they have a unique survival trait by which they embed rocks and pebbles into their own carapaces, increasing their armor class slightly, and creating resistance to all standard forms of damage.

Lair and Lair Actions

Arochnid's always drag their prey back to their lair, where they are wrapped and hung from the ceiling. The lair is laced with thick webbing, creating difficult terrain. Each round a character is in the lair, they must make a DC 12 Strength Save Athletics in order to not get stuck in the webbing.

Arochnid's can sense any movement, anywhere on their web and are always in stealth. Their first attack to any character unaware of their presence receives 3d6 sneak attack damage on a successful hit.

Typically Arochnid's are solo hunters, setting up a web lairs in the dark tunnels leading to the Underdark. The only time you see more than one, is if they are currently mating, or recent egg hatchlings are still in the area. Hatchlings function as a standard Swarm of Insects (Spiders).

Monster Tags: Misc Creature

Habitat: HillMountainUnderdark

IggridIronshot

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