Large Beast, Unaligned
Armor Class 16 (natural armor)
Hit Points 65 (10d10 + 10)
Speed 30 ft., climb 30 ft.
STR
14 (+2)
DEX
18 (+4)
CON
12 (+1)
INT
6 (-2)
WIS
12 (+1)
CHA
4 (-3)
Skills Perception +4, Stealth +7
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Poisoned
Senses Blindsight 10 ft., Darkvision 60 ft., Passive Perception 14
Languages Common -- can be replaced with the most prevalent language in the area (eg. orc, goblin, elvish)
Challenge 5 (1,800 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.

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

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 12 (3d8) poison damage on a failed save and is poisoned for 1 hour, or half as much damage on a successful one and is not poisoned. 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.

Poison Spit (Recharge 5–6). Ranged Weapon Attack: +7 to hit, range 30/60 ft., one creature. Hit: The target must make a DC 12 Constitution saving throw, taking 15 (5d6) poison damage on a failed save and is poisoned for 1 hour, or half as much damage on a successful one and is not poisoned.

Web (Recharge 5–6). Ranged Weapon Attack: +7 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).

Legendary Actions

The acromantula can take 2 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 acromantula regains spent legendary actions at the start of its turn.

Bite. The acromantula makes one bite attack.

Leap. The acromantula leaps to a point it can see up to 30 feet away, without provoking opportunity attacks.

Grapple. The acromantula makes a grapple attempt against a single creature within melee range.

Lair and Lair Actions

Acromantulas prefer dry and dark places to make their lair.  Caves deep in the hills and forests, crevasses among the mountains and deserts, or even long abandoned buildings.  Thick webbing festoons every inch of it's domain, with sacs of all sizes containing the ripening corpses of its prey. An acromantula lair is a death trap for most creatures.

An acromantula encountered in its lair has a Challenge Rating of 6.

Lair Actions

On initiative count of 20 (losing initiative ties) the acromantula takes a lair action to cause one of the following; the acromantula can not use the same effect 2 rounds in a row.

  • The acromantula plucks the webbing filling the lair, summoning 2d4 Swarms of Spiders or 2 Giant Spiders.
  • Webbing erupts from a point the acromantula can see. All creatures within the area must make a DC 12 Dexterity saving throw or be restrained; a creature restrained by the webs can use its action to make a DC 12 Strength check to break free.
  • The webbing filling the lair quacks, the ground shaking. All creatures without spider climb must make a DC 10 Dexterity saving throw or be knocked prone.
Regional Effects

  • Within 1 mile of the lair, there is a noticeable absence of prey animals, (birds, rodents, deer, etc).
  • Within 1000 ft of the lair, the acromantula leaves no physical evidence of passage unless it wishes to.  Tracking here is impossible except by magical means.  The acromantula ignores all movement impediments and damage from plants.
  • Within 500 ft of the lair, there are thick layers of webbing, through which the acromantula can use it's web sense. Creatures attempting to move through the area must make a DC 12 Dexterity saving throw or be restrained; a creature restrained by the webs can use its action to make a DC 12 Strength check to break free.

When the acromantula dies these effects end within 2d4 days.

Monster Tags: Misc Creature

Habitat: DesertForestMountainUnderdarkUrban

j3sTriX

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