Armor Class 18 Natrual Carapace
Hit Points 50 (5d10 + 10)
Speed 60 ft., Can Also Burrow 30 ft and climb 60f.
STR
16 (+3)
DEX
18 (+4)
CON
14 (+2)
INT
10 (+0)
WIS
10 (+0)
CHA
9 (-1)
Saving Throws DEX +7, CON +5
Damage Vulnerabilities Fire, Piercing
Damage Resistances Acid, Bludgeoning, Slashing
Condition Immunities Frightened
Senses Darkvision, Passive Perception 18
Languages None
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Carapace. Covered in a hardened exoskeleton, this Creature is resistant to Bludgoning and Slashing damage.

Darkvision. This Creature is able to see up to 80ft in darkness as if in dim light and 160ft in dim light as if bright light.

Defend The Hive. As a warrior class, this Creature is willing to give its life for the survival of the colony. It is Immune to being Frightened. 

Spider Climb. This Creature is able to walk up walls and on ceilings without needing to make an ability check.

Multi-Attack. This Creature makes three attacks, two with its stabbing arms and one bite.

Cry For Backup. Durring combat, if this Creature can, it will attempt to call for help to defend the Hive.

Actions

Stab and Bite

Stab: Mele Weapon Attack 10ft Reach. +5 to hit Deals 2D12 Piercing Damage

Bite: Mele Weapon Attack 10ft Reach. +6 to hit Deals 3D12 Piercing Damage. On a successful hit, the target must make a DC 15 Dexterity saving throw or be Grappled by the Arachnid's powerful jaws. If a target starts its turn within the Arachnids jaws, the player must make a DC 18 Dexterity or Strength check to break free or take 2D8 Slashing damage.

Bonus Actions

(As with the REACTIONS section, I'm not sure what to give them as bonus actions, suggestions welcome.)

Reactions

(I'm not sure what to put here suggestions welcome.)

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

Warrior Bugs are quadrupedal Arachnid approximately two to three meters long. They are colored to camouflage with their specific terrain, such as desert warriors, which are tan with black and yellow stripes. The rearmost pairs of legs are much longer than the two front forelegs, and serve as the primary locomotion, the forelegs being 1/3 shorter. Warrior Bugs are quite agile and fast. They can both climb and burrow through many surfaces. These bugs utilize a robust pincer-like mandible capable of crushing rock, metal, and severing limbs as a means of attack. The two upper forelegs or "side mandibles" are utilized in the manner of swords for an attack as well as defense. It was thought to use these as 'hands' for grasping objects in the style of a praying mantis. This is not the case as a warrior has no dexterity with them, and as such, they are merely stabbing, slashing, or eviscerating implements. They are devastating in this role as they reach out to well over a meter, 2 feet further than their forelegs or 3 feet further than their actual mandibles. It is said that they can "lose a limb and still fight with 86% efficiency", with the primary method of killing them being to "aim for the nerve stem". Also, it would seem that Warrior Bugs have very tough exoskeletons, taking excessive amounts of firepower before they finally succumb to their wounds. This plays a very tactical advantage since arachnids attack in huge numbers and can climb over the dead below. Losing arachnids is considered a minor problem since they are not afraid to attack the enemy even if they have potent weapons. Their lack of pain and fear and their massive numbers play an advantage in overrunning enemy positions.

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.

Monster Tags: monstrosity

Habitat: ArcticDesertForestHillMountainUnderdark

Golson93

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