Large Undead, Lawful Evil
Armor Class 20 natural armor
Hit Points 180 (12d12 + 50)
Speed 40 ft., Climb 40 ft., Burrow 50 ft.
STR
22 (+6)
DEX
16 (+3)
CON
20 (+5)
INT
16 (+3)
WIS
14 (+2)
CHA
16 (+3)
Saving Throws STR +11, CON +10, CHA +8
Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Poison
Condition Immunities Charmed, Frightened
Senses Passive Perception 17
Languages --
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

Magic Resistance. Anub'arak has advantage on saving throws against spells and magical effects.

Spiked Carapace. Any who attempt to touch or melee attack Anub'Arak take 5 (2d6) piercing damage.

Burrow Charge. if Anub'Arak is underground, moves more than 20 ft. toward an opponent, and hits with an Emerge attack, he deals an additional 15 (7d4) bludgeoning damage.

Locust Swarm. When Anub'arak falls below 50% HP, a swarm of beetles begin to float in a 5 ft. radius sphere around him, dealing 6 (2d6) piercing damage to any creature inside the sphere at the beginning of Anub'arak's turn. 

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

Web Walker. Anub'arak ignores movement restrictions caused by webbing.

Innate Spellcasting. Anub'arak's innate spellcasting ability is Wisdom (spell save DC 15). Anub'arak can innately cast the following spells, requiring no material components:

2/day: web

Actions

Multiattack. Anub'arak can make three attacks: two with its claws, and one with its horn.

Claw. Melee Weapon Attack: +11 to hit; reach 5 ft., one target. Hit: 15 (2d8 + 6) [piercing] piercing damage. 

Horn. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 20 (2d8 + 10) piercing damage plus 5  (1d8+1) poison damage.

Emerge. if Anub'arak is underground, diretcly beneath an enemy, he resurfaces from under them, hitting all enemies in the 10x10ft. square he will occupy. Enemies must make a DC 16 Dexterity saving throw or take 15 (12d8) piercing damage, fall prone and be pushed 10 ft. away from Anub'arak. A creature that succedes on the saving throw is pushed 10ft. away from Anub'arak and doesn't suffer any of the other effects.

Impale. Anub'arak sends a wave of spikes in a 30ft. line, that emerges from the ground. Every creature within the line must make a DC 16 Dexterity saving throw or take 20 (5d10) piercing damage and be stunned until the start of that creature's next turn.

Cocoon (Recharge 5–6).  Anub'arak chooses a creature he can see within 100 ft. of himself. That creature must make a DC 20 dexterity saving throw or be enveloped in a webbing cocoon for 1d4+1 of his turns. While inside the cocoon the target cannot move, take actions or reactions and is immune to all damage. Another creature may destroy the cocoon and free the creature trapped inside. The cocoon is an object with 14 AC and 30 HP, its size is one size above the size of the creature inside it.

Description

Enter a general description for your monster here.

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.

Habitat: Underdark

DarthJarJar3

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