Spider Climb. The Arachnarok can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Sense. While in contact with a web, the Arachnarok knows the exact location of any other creature in contact with the same web.
Web Walker. The Arachnarok ignores movement restrictions caused by webbing.
Mobile Fortress. The Arachnarok can still perform a single Action and any Legendary Actions while affected by any condition that would not let it act normally. It can also perform both an Attack of Opportunity and a Reaction of any other kind during a single round of combat.
Legendary Resistance (1/Day). If the Arachnarok fails a saving throw, it can choose to succeed instead.
Spellcasting. The Arachnarok is an 6th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The Arachnarok has the following shaman spells prepared:
Cantrips (at will): Light, Poison Spray, Produce Flame.
1st level (4 slots): Cure Wounds, Faerie Fire, Speak with Animals, Feather Fall(r*).
2nd level (3 slots): Gust of Wind, Heat Metal, Lesser Restoration, Pass without Trace.
3rd level (3 slots): Fly, Fireball, Counterspell(r*).
Multiattack. The Arachnarok can cast one spell. It then makes multiple attacks: one with its bite and then one with its slam or four with its arrows. The arrows cannot target creatures within 5 feet of the Arachnarok.
Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 16 (2d10 + 5) piercing damage, and the target must make a DC 16 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
Slam. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.
Arrow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Spit Web (Recharge 5–6). Ranged Weapon Attack: +9 to hit, range 60/120 ft., one creature. Hit: 8 (1d8 + 4) bludgeoning damage, and thetarget is restrained by webbing. As an action, the restrained target can make a DC 16 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 16; hp 10; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).
Arrow Volley. The Arachnarok can make 4 extra Arrow attacks. These attacks have Disadvantage.
Deploy Troops (10/Day). The Arachnarok can deploy Goblin Troops it transports. Deploy up to 2 goblinoid creatures of CR 1 or less within 10 feet from the Arachnarok.
Spell Reactions. The Arachnarok ca use some of its spells as a Reaction. (r*)
The Arachnarok 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 Arachnarok regains 1 spent legendary actions at the start of its turn.
Move. The Arachnarok moves up to its speed without provoking opportunity attacks.
Spit Web. The Arachnarok makes one Spit Web attack.
Gigantic Web (Costs 2 Actions). The Arachnarok hurls a gigantic web to its enemies. A massive of thick, sticky web is shot at a point of your choice in a 60 ft range. The webs fill a 30-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area. If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the web collapses on itself, and the effect ends at the start of the Arachnarok next turn. Webs layered over a flat surface have a depth of 5 feet.
Each creature that starts its turn in the webs or that enters them during its turn must make a DC 16 Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free.
A creature restrained by the webs can use its action to make a Strength check against a DC of 16. If it succeeds, it is no longer restrained.
The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.
Description
To snare its prey, an Arachnarok spins elaborate webs or shoots sticky strands of webbing from its abdomen. Arachnarok are most commonly found underground, making their lairs on ceilings or in dark, web-filled crevices. Such lairs are often festooned with web cocoons holding past victims.
Comments