Medium Monstrosity, Any Alignment
Armor Class 16 Natural Armor
Hit Points 80 (8d8)
Speed 40 ft., Burrow 20 ft., Climb 40 ft.
STR
20 (+5)
DEX
16 (+3)
CON
14 (+2)
INT
6 (-2)
WIS
13 (+1)
CHA
6 (-2)
Saving Throws STR +8, DEX +6
Skills Acrobatics +2, Survival +2
Damage Vulnerabilities Cold, Fire, Radiant
Damage Resistances Necrotic, Slashing
Damage Immunities Poison
Condition Immunities Incapacitated, Poisoned
Senses Blindsight, Darkvision, Passive Perception 15
Languages --
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

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

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

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

Actions

Multiattack. The Archnid makes two attacks, either with its Bite or its webs.

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) 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: +5 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)

Bonus Actions

Enter the description for how bonus actions work for your monster here.

Reactions

Once An Arachnid dies it has achance of droping an Arachnid bone. (roll 1d10) if the roll is over 7 then the bone will drop

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

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

The Archnids have  no will of there own all of there actions are ordered by the queen.

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.

Previous Versions

Name Date Modified Views Adds Version Actions
8/29/2021 7:04:56 PM
21
0
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Coming Soon
8/29/2021 8:45:23 PM
17
0
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Coming Soon

Habitat: Underdark

Snyperscopz

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