Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Walker. The spider ignores movement restrictions caused by webbing.
Innate Spellcasting - Plane Shift (1/Day). May cast the spell Plane Shift.
Legendary Resistance (2/Day). If the arachnoloth fails a saving throw, it can choose to succeed instead.
Arachnoloth's Webs. This Shadow creature’s webs are very resilient to damage and are much harder to escape than a normal spider's webbing.
- Breaking Free. As an action, the restrained target may make a DC15 strength check to break the webbing. The webbing may also be attacked and destroyed.
- Destroying Webs. Damage may be done to the webs to destroy them. Creatures bound by the webs suffer disadvantage when attempting to free themselves in this manner.
AC 15; HP 15; vulnerable to fire; immune to bludgeoning, poison, necrotic and psychic damage.
Multiattack. The arachnoloth makes four attacks: one with its bite and three with it its legs.
Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 18 (2d10 + 7) piercing damage and the target takes 13 (2d12) poison damage. The target may pass a constitution save DC 14 for half damage from the poison.
Leg Attack. Melee Weapon Attack: +11 to hit, reach 15 ft., one creature. Hit: 14 (2d6 + 7) bludgeoning damage.
The arachnoloth 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 arachnoloth regains spent legendary actions at the start of its turn
Shadow Webs. Ranged Attack: 30ft (60ft), +8 to hit; one target. Hit: 5 (2d4) necrotic damage and the target is restrained by webbing. See “Arachnoloth's Webs” for more info.
Life Siphon. Any enemies with 100ft that are restrained by her webbing take 6 (2D4+1) necrotic damage. The arachnoloth regains health equal to the total life lost this way.
Spit Venom. One creature within 20ft must make a Dexterity save (DC 16) or take 5 (2D4) acid damage and be blinded for 1 round.
Innate Spellcasting - Darkness (2 actions). May cast the spell Darkness.
Description
An arachnoloth is a massive spider of fiendish origin. Spiders of her size are very rare. They are feared as brutal, terrifying hunters that spin tangled webs capable of encasing entire trees. This particular creature, though, seems to have an uncanny intelligence, and moves with, not-quite-beastlike purpose. Native to the Abyss, arachnoloths are more often found in other areas of the multiverse, and are known to inhabit the Shadowfell, the Underdark, as well as deep, dark forests. They have a natural talent for spinning portals and may easily travel from one plane to another.
Lair and Lair Actions
Arachnoloths usually set up homes in dark caverns or large, shaded forest canopies. These places are always shrouded in shadow and drifting curtains of massive webs, adorned with spiders of all sizes.
The Arachnoloth can make 1 lair action, at initiative step 20 during each turn. It may choose from the options below.
Grasping Webs. Up to 1d4 creatures within 15ft must make a Dexterity save (DC12) or immediately become restrained by webbing. See “Arachnoloth's Webs” for more info.
Relentless Shadow. All non-magical light sources within the lair may give off no illumination until the next lair phase. Any magical sources of light have a 25% chance to be dispelled.
Spider Brood. The lair spawns 1 Giant Spider, 2 Spider Swarms, or 4 Giant Wolf Spiders within 20ft of the arachnoloth.
Previous Versions
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