Large Construct, Unaligned
Armor Class 16 (natural armor)
Hit Points 85 (10d10 + 30)
Speed 20 ft., Burrow 20 ft., Fly 15 ft.
STR
18 (+4)
DEX
6 (-2)
CON
16 (+3)
INT
5 (-3)
WIS
14 (+2)
CHA
1 (-5)
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Damage Immunities Poison, Psychic
Condition Immunities Charmed, Exhaustion, Frightened, Petrified, Poisoned
Senses Darkvision 120 ft., Passive Perception 12
Languages --
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Reanimation Protocol. When the spyders hit points are reduced to zero it makes a DC 15 constitution saving throw, on a success it reassembles itself and regains 16 (3d10) hit points. Each time the spyder uses this feature after the first, the DC increases by 5. When it finish a short or long rest, the DC resets to 15.

Living Metal. The spyder regains 6 hit points at the start of its turn. If the spyder takes acid damage, this trait doesn't function at the start of the spyder's next turn. The spyder dies only if it starts its turn with 0 hit points and doesn't regenerate.

Fabricator Claw Array. Each allied construct regains 6 hit points if they start their turn within 5 feet of the spyder. 

Matter Breakdown. If the spyder starts its turn in the same space as a dead creature that is Large or smaller, the corpse is destroyed, leaving behind only equipment as the body is consumed and turned into raw energy.

Explodes. When the spyder is reduced to 0 hit points and fails its reanimation protocol it has a chance to explode. Roll a d6, on a 6 the spyder explodes, each creature within 15 feet must make a DC 15 Dexterity saving throw taking 13 (3d8) lightning damage on a failure or half as much on a success. 

Spellcasting. The spyder casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 13):

At will: mending, spare the dying(Constructs only)

1/day each: see invisibility, Haste, protection from energy

Actions

Multiattack. The spyder makes two claw attacks: the spyder can then use its recycle energy. 

Automation Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) slashing damage. 

Particle Beamer(Recharge 4-6). The spyder fires a stream of antimatter particles, hitting a point within 180 feet causing a powerful explosion. Each creature within 15 feet of the target makes a DC 15 Dexterity saving throw, taking 28 (8d6) fire damage on a failure or half as much on a success. 

Summon Scarab Hive(1/day). The spyder produces swarms of canoptek scarabs from within itself. 1d3 canoptek scarab swarms appear in an unoccupied space within 30 feet of the spyder. These scarab swarms are allies of the spyder and will obey its commands, remaining until reduced to 0 hit points or recalled by the spyder as a bonus action. 

Canoptek Servator. The spyder attaches to a construct or structure within 10 feet of it. The target is repaired through the spyders collected energy, the spyder can spend any number of hit die causing the target to regain hit points equal to the rolled amount. 

Bonus Actions

Recycle Energy. The spyder can consume any nearby energy. The spyder choses a willing or incapacitated ally within 5 feet, reducing the creatures matter into pure energy which is then consumed by the spyder. The creature is instantly reduced to 0 hit points and the spyder regains hit points equal to the hit points lost. 

Reactions

Gloom Prism Array(3/day). Whenever a creature within 30 feet of the spyder casts a spell the spyder can use its reaction to activate its prism of gloom disrupting the spell being cast. The triggering spellcaster must make a DC 15 concentration check or Constitution saving throw or lose concentration on the spell they were attempting to cast causing it to fail. Once activated this prism lasts lasts until the end of the spyders next turn forcing any hostile creature attempting to cast a spell that is within range to make a DC 15 concentration check to successfully cast a spell.

Description

Variant Canoptek Traits. Roll a d6 to determine variant trait. 

1-2: Guardian Construct. While the creature is within 30 feet of a friendly Cryptek and rolls a 1 or 2 on a damage die for an attack it can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. 

3-4: Optimised Aggressors.  As a bonus action, the creature can move up to its speed toward a hostile creature that it can see.

5-6: Self-replicator Nodes. The creature has advantage on Constitution saving throws made to determine reanimation protocols.

Canoptek Spyders are massive robotic Necron constructs, their immense weight effortlessly propelled by sophisticated anti-gravitic engines. Their bodies are large and rounded in the shape of a hooded carapace, in order to accommodate the internal systems that construct Canoptek Scarabs as needed.

This is combined with their multiple limbs and many compound visual sensors which stare out from a featureless, metallic block to give an arachnoid aspect that enhances the fearful appearance of these monstrous robots.

All Canoptek Spyders have a Fabricator Claw Array that allows them to effect repairs on a Necron tomb's systems, and these also make for frighteningly destructive weapons. Canoptek Spyders also sometimes sport additional weaponry to better repel crypt intruders.

When the Necrons rise from their crypts, Canoptek Spyders often follow them in battle, both for their combat abilities and their capability for repairing damage that is beyond even the abilities of their Necron masters' advanced regenerative systems.

IsaiahGK

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