Huge Monstrosity, Any Alignment
Armor Class 26 (natural armor)
Hit Points 645 (17d12 + 85)
Speed 40 ft., Swim 20 ft., Climb 40 ft.
STR
30 (+10)
DEX
25 (+7)
CON
29 (+9)
INT
27 (+8)
WIS
28 (+9)
CHA
26 (+8)
Saving Throws STR +19, DEX +16, CON +18, WIS +18, CHA +17
Skills Intimidation +7, Perception +11, Stealth +7
Damage Vulnerabilities Cold, Piercing, Radiant
Damage Immunities Acid, Necrotic, Slashing
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 23
Languages Abyssal, Celestial, Common, Telepathy
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Spider Climb. The BroodMother can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. [note 1]

Web Sense. While in contract with a web, the BroodMother knows the exact location of any other creature in contact with the same web.

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

Legendary Resistance (3/Day). If the BroodMother fails a saving throw, it can choose to succeed instead.

Actions

 

Multiattack. The BroodMother can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) acid damage.

Stab. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

Smash. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.

Frightful Presence. Each creature of the BroodMothers choice that is within 120 feet of the BroodMother and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Frightful Presence for the next 24 hours.

Acid breath (Recharge 5–6). The Broodmother exhales acid in a 60-­foot line that is 10 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one.

Chaotic Energy(Recharge 5–6).
Broodmother raises are two front arms into the air and summons a large ball Poison magic then lunches it at a player within 180 feet when it hits it affects a 20 foot wide area. Each creature in that area must make a DC 18 Dexterity saving throw, taking 10d12 poison damage; {"diceNotation":"10d12","rollType":"damage","rollAction":"Chaotic Energy","rollDamageType":"poison"}[/rollable] poison damage on a failed save, or half as much damage on a successful one.

Chaotic Barrage.
Broodmother Raises 4 of her 8 legs into the air and summons 2 small balls of poison magic per leg then launches them at a player(can target multiple players) within 80 feet dealing 3d8 per ball
{"diceNotation":"5d8","rollType":"damage","rollAction":"Chaotic Barrage","rollDamageType":poison"}

 

Reactions

Once the BroodMother Dies she has a chance of droping a Broodmother bone (roll 1d10) if the roll is above 9 it drops.

 

Legendary Actions

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

Detect. The BroodMother makes a Wisdom (Perception) check.

Arachnid Summon. The BroodMother summons 2 Arachnids to protect it. (2/day)

Rage. The BroodMother stampedes around. Each creature within 20 feet of the BroodMother must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 +6{"diceNotation":"2d6+6","rollType":"damage","rollAction":"Rage","rollDamageType":"bludgeoning"} bludgeoning damage and be knocked prone.

Lair and Lair Actions

BroodMothers dwells in the Underdark. A Broodmothers lair is a dismal cave. The lair is littered with the acid-pitted bones of previous victims and the fly-ridden carcasses of fresh kills, watched over by crumbling statues. Centipedes, scorpions, and snakes infest the lair, which is filled with the stench of death and decay.

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

The BroodMother shoots 6 large webs onto the ground within 120 feet Any creature on the ground that touch's the web must succeed on a DC 15 Strength saving throw or be stuck in the web prone.
A cloud of swarming insects fills a 20-foot-radius sphere centered on a point the BroodMother chooses within 120 feet of it. The cloud spreads around corners and remains until the BroodMother dismisses it as an action, uses this lair action again, or dies. The cloud is lightly obscured. Any creature in the cloud when it appears must make on a DC 15 Constitution saving throw, taking 10 (3d6) piercing damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the cloud takes 10 (3d6) piercing damage.
The BroodMother calls an Arachnid Sentinel to her side it takes it 2 turns to reach her (1/day)
Regional Effects
The region containing the BroodMothers lair is infested with Arachnids and is warped by the BroodMothers magic, which creates one or more of the following effects:

The land within 6 miles of the lair takes twice as long as normal to traverse, since webs covers most of the ground.
All Arachnids within 6 miles of the lair gain + 2ac
Fog lightly obscures the land within 6 miles of the lair.
The BroodMother and telepathically talk to anyone in her lair.

Habitat: Underdark

Snyperscopz

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