Gargantuan Monstrosity, Lawful Evil
Armor Class 26 Natural armor
Hit Points 546 (33d20 + 200)
Speed 100 ft., Climb 100 ft., Burrow 40 ft.
STR
28 (+9)
DEX
14 (+2)
CON
30 (+10)
INT
18 (+4)
WIS
16 (+3)
CHA
24 (+7)
Saving Throws STR +18, CON +19, WIS +12
Skills Arcana +26, Athletics +28, Deception +26, History +26, Intimidation +30, Medicine +9, Perception +14, Persuasion +26, Religion +28
Damage Resistances Fire, Lightning
Damage Immunities Cold, Force, Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened, Poisoned, Prone
Senses Truesight 300, Passive Perception 18
Languages All, Telepathy 1 mile
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Web Walker. Na"Zeem ignores movement restrictions caused by webbing

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

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

Legendary Resistance (3/Day). If Na'Zeem fails a saving throw, she can choose to succeed instead.

Magic Resistance. Na'Zeemhas advantage on saving throws against spells and other magical effects.

Empowered Weapons. Na'Zeem's weapon attacks are magical and deal an extra 9 (2d8) damage of the weapon's type (Included in her attack)

Whirlwind of Weapons. a magical Aura of floating weapons surrounds Na'Zeem in a 30 foot radius. When a creature ends it's turn in that radius. Na'Zeem can choose to force that creature to make DC 21 dexterity saving throw. Taking 36 (8d8) magical Bludgeoning, piercing or slashing damage on a failed save (Na'Zeem's choice)

Conquering Critical. Na'Zeem scores a critical hit on a 19 or 20 on an attack roll and rolls the damage dice three times instead of twice

Aura of Command. Friendly Creatures within 60 feet of Na'Zeem cannot be charmed or frightened, in addition they have advantage on Intelligence. Wisdom and Charisma saving throws

Feed off War. When a creature friendly to Na'Zeem is reduced to 0 hit points while within 60 feet of her. Na'Zeem regains 20 hit points 

War Magic. When Na'Zeem uses her action to [Tooltip Not Found] she can make one weapon attack as a bonus action

Living Siege Weapon. Na'Zeem deals double damage to structures. in addition she cannot be moved, teleported or sent to another plane of existence against her will

Powerful Aura. Any creature that starts its turn within 30 feet of Na'zeem must make a DC 22 Wisdom saving throw. On a failed save, the creature becomes charmed or frightened (Her Choice) by Na'Zeem for 1 minute or until the creature is farther than 30 feet away from Her. On a successful save, the creature becomes immune to Her Powerful Aura for 24 hours.

Innate Spellcasting. Na'Zeem's innate Spellcasting ability is Charisma (Spell save DC 23, +15 to hit with spell attacks) she can innately cast the following spells. requiring no material components  

At Will: command (at 6th level), Web (No Concentration needed), hold monster (at 7th level), bestow curse (at 7th level), reincarnate (she chooses the race), stone shape

5/day each: dominate Person, word of recall, soul cage

3/day each: divine word, plane shift, prismatic spray

1/day each: feeblemind, holy aura, imprisonment, true polymorph

When Na'Zeem casts her stone shape spell. she can shape the stone into the shape of a living spider statue under her control. this statue uses the stats of a gargoyle and acts on the same initiative as Na'Zeem but right after her turn. the Statue lasts until destroyed 

Actions

Multiattack. Na'Zeem makes two attacks with her longsword and uses leadership. then uses Commander's call is possible

Web of Malice. (Longsword). Melee Weapon attack. +17 to hit. reach 10ft., one target. Hit: 36 (6d8+9) slashing damage. if the target is a creature it must make a DC 23 constitution saving throw or be inflicted with the Arachne curse

Leadership. Na'Zeem utters a few inspiring words to up to three creatures she can see within 30 feet of her. If the creatures can hear her, they can add a d12 to one attack roll or saving throw they makes before the start of Na'Zeem's next turn.

Commander's Call. (Recharge 5-6). Na'Zeem Gazes into one creature she can see within 60 feet of her. the creature must make a DC 23 wisdom saving throw or be charmed by Na'Zeem. a creature charmed this way sees Na'Zeem as their commander and must follow orders. Na'Zeem has control of the charmed creature until the charm ends. if the charmed creature takes damage it can repeat the save, ending the effect on a success. if a creature us charmed in this way for 1 hour. it becomes permanent and can only be broken by a wish spell

Reactions

Parry. Na'Zeem adds 7 to her AC against one melee attack that would hit her. To do so, Na'Zeem must see the attacker and be wielding a melee weapon.

Legendary Actions

Na'Zeem can take 5 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. Na'Zeem regains spent legendary actions at the start of her turn.

War Queen's Command. Na'Zeem chooses up to three friendly creatures she can see within 30 feet of her. If a chosen creature can see or hear Na'Zeem, it can immediately use its reaction to make one weapon attack, with advantage on the attack roll.

Reinforcements (Costs 2 Actions). Na'Zeem casts conjure elemental at 7th level. (No Concentration required) 

War Queen's Demand (Costs 2 Actions). Na'Zeem Chooses one hostile creature see can see within 60 feet of her. that creature must make a DC 22 wisdom saving throw or immediately use its reaction to make a weapon attack against a creature of Na'Zeem's choice within range

Description

Na'Zeem is the Arachne goddess of war, conquest and order no matter the form. her weapons shining bright against the bloodshed of war. like all gods, if proper requirements are met, she can summon her aspect to rule the lucky clan for their fight. Na'Zeem is mainly pictured as a 60 foot tall Arachne Women with Elvish humanoid features. short white hair that drips down the back of her head, eight crimson shaded eyes with a pale skin tone, her spider body being a thin shade of lavender in colour with the red symbol of two blades crossing on top of her abdomen. she's also often seen in full plated armor, covering everything but her head. the armor is curved with black shading and red outlines, being rather pretty and terrifying at the same time. The War Queen carries her forged blade "the web of malice". a longsword about as long as she is tall, the blade being made out of a mix of dragon bone and adamantine, the guard and drip with similar materials designed specifically for Na'Zeem's clawed hands.  

Blood and Blades. Na'Zeem was once a simple elvish women, a complex family sure but a happy one, with many brothers and sisters to turn to, why did she become this warlord? simple, betrayal. her late husband didn't take long to show himself as an abusive wood elf which Na'Zeem had no power over. her body under her armor still covered in the various scars of his slashes and beatings. the words "I own you" branded onto her back. a cursed mark that reminds Na'Zeem why she sees the world in need of change

Worship and War. Worshipping Na'Zeem has you following her ideals. she wishes for war but only when its right. her power being gifted to those she says follow her war path the right way. those who stray from her path are swiftly shown why there's a difference between war and slaughter 

The Arachne Curse. Na'Zeem's blade along with others are inflicted with a curse simply known as "the Arachne Curse". a creature infected with this curse will feel its symptoms immediately if it came from Na'zeem. these can include an odd comfort in dark areas. a need to spin a web of some kind, a hunger for fresh meat and more. an infected creature rolls a D8 and adds their constitution modifier to the roll. after that amount of days the creature Transforms into a half spider version of themselves. before the transformation occurs the curse can be cured with a remove curse cast at 7th level or higher. after the transformation however, the creature can only be restored by wish

Roleplaying Na'Zeem

While Na'Zeem is evil. She still is noble in her intent, believing the world would be better if Arachne were in charge. as such she is devoted to her cause with a stubborn and optimistic attitude with a sense of honor. while she seems rather cold to most, she warms up to most of her kind and to people that share her goals and ideals

Ideal: "War. its the only path to evolution. Keep marching forward"

Bond: "My clan and kin are my only family, I will guide them through battle" 

Flaw: "I don't trust anyone outside my kin. and if I do its with high suspicion" 

 

Tenets of the War Queen.

Many Arachne Worship Na'Zeem and know the tenets by heart. but to anyone whose new to the war queen's love these tenets may be useful

Sharpen yourself. "Like you sharpen your sword or build up your armor. your body is as important. hone your skills and keep it strong"

Fight Those who fight back. "Attacking civilians isn't a show of power its a show of carelessness. take them in if you can. if not, let them go"

Understand War. "War isn't mass murder. its an art, respect those who fall by your hand as they would you"

 

Scared or Aroused?

Na'Zeem's Powerful Aura trait tends to make her foes frightened or charmed by her, although it is her choice it doesn't need to be. if a character fails the save ask yourself: Would this Character be terrified, worried, paranoid or still when looking at this 60 foot tall spider? if yes to any of those it is frightened. if the character is instead aroused, interested, potently respectful or remorseful then it would be charmed   

Lair and Lair Actions

Na'Zeem's Aspect tends to sets her lair within the deeper ends of the cave it is summoned in. allowing it to become a domain of war and power

Lair Actions

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

  • Na'Zeem unleashes a mighty scratch that terrifies foes. creatures of her choice within the lair must succeed a DC 18 wisdom saving throw or be frightened until initiative count 20 next round   
  • Spiderlings crawl across the floors of the lair. covering it webs and making it difficult terrain for 1 hour or until Na'Zeem uses another lair action
  • a point venom coats the weapons of soldiers. until initiative count 20 next round, creatures of Na'Zeem's choice deal an extra 2d6 poison damage with weapon attacks

Regional Effects

The region containing Na'Zeem's lair is always prime for war and lies. which creates one or more of the following effects:

  • Spiders and Arachne grow in immense amounts within 6 miles of the lair
  • Forges and smiths work twice as effectively within 26 miles of the lair
  • creatures within 6 miles of the lair are oddly vigilant and aggressive. even normally docile creatures 

If Na'Zeem dies, these effects fade over the course of 1d4 days.

Previous Versions

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