Telekinesis. It has unlocked the hidden potential of its mind through unknown means. It can move small to large objects/creatures with Its mind.
Hypnosis. Due to its high intelligence and already telekinetic abilities, it can also hypnotize its prey.
Venomous Sting. It attempts to sting a creature within 10ft of it. On a hit, that creature takes 2d6 piercing and 2d10 poison damage.
Venomous Bite. It attempts to bite a creature within 5ft of it. On a hit, that creature takes 2d4 piercing and 2d8 poison damage.
Telekinesis Throw l. It throws a creature of its choice within 20ft. That creature must make a Str and Dex save of 15. On a fail, that creature takes 2d8 force damage. If it saves one of them, it takes half the damage. If it saves both of them it takes no damage.
Telekinesis Throw ll. It throws an object/creature at a creature of its choice within 20ft. That creature must make a Dex save of 15. On a fail, that creature takes 2d8 force damage. On a save it takes half damage. The rules for "Telekinesis Throw l" apply to the creature being thrown.
Piercing Sting. It attempts to sting a creature, dealing 2d6 piercing damage on a hit.
As Above, So Below. It burrows under a creature of its choice.
As Above, So Below ll. When it's under a creature it can burst from beneath it. that creature must make a Dex save of 16. On a fail, that creature takes 3d10 force damage and has to make a Con save of 16 to not be knocked unconscious. On a save it takes half damage.
Burrow. It can burrow up to 150ft through the ground. (It can burrow through anything except Metal.)
"Tactical Retreat". (When on low health only.) It burrow's up to 50ft to "tactically retreat".
Unkillable Will. When it reaches 0 hit points, it can roll a 2d10 to determine how much health it heals. (1 charge per day)
Unstoppable Rage. (Half heath only) It enters a state of uncontrollable rage. It can roll a d4 and add that to all attacks rolls for 3 of its turns. (1 charge per hour)
Hypnotic Glare. It glares at a creature it can see. If that creature can also see it, it must make a Wisdom save of 15. On a fail, the creature takes 2d6 Psychic damage and is stunned until its next turn. On a save, the creature takes half damage and isn't stunned. (1 charge per hour)
Stronger Than Death. When it dies. it rolls a d4. On an even roll, its corpse reanimates gaining 33 hit points. On an odd, it dies.
Corpse Stats
AC. 14, Str. 16 (+3), Dex. 16 (+3), Con. 14 (+2), Int. 4 (-3), Wis. 4(-3), Cha. 9 (-1)
Corpse Actions
Bite of the Dead. Its corpse bites at a creature within 5ft of it. On a hit, that creature takes 2d4 piercing and 2d8 necrotic damage.
As Above, So Below. It burrows under a creature of its choice.
As Above, So Below ll. When it's under a creature it can burst from beneath it. that creature must make a Dex save of 14. On a fail, that creature takes 3d10 force damage and has to make a Con save of 14 to not be knocked unconscious. On a save it takes half damage.
Corpse Bonus Actions
Burrow. It can burrow up to 150ft through the ground. (It can burrow through anything except Metal.)
Description
This weird Spider, Wasp hybrid is known as an Apex of its species. It roams through caves, It rarely creates dens but when it hunts it creates a web that funnels into a temporary one. The web's size is up to 100 ft, depending on the environment when it's created. The web acts as a sensor, alerting this Apex Spider-Wasp of the location of any creature that steps on the web.
It's also the ONLY one of its kind with these unique abilities.
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