Fey Ancestry. Arachna has advantage on saving throws against being charmed, and magic can't put the drider to sleep.
Innate Spellcasting. Arachna's innate spellcasting ability is Wisdom (spell save DC 13). The drider can innately cast the following spells, requiring no material components:
At will: dancing lights
1/day each: darkness, faerie fire
Spider Climb. Arachna can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Sunlight Sensitivity. While in sunlight, Arachna has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Web Walker. Arachna ignores movement restrictions caused by webbing.
Damage Resistances bludgeoning, piercing, and slashing from a +5 or lesser magical weapons
Damage Immunities bludgeoning, piercing, and slashing that is +1 magical or less.
Condition Immunities charmed, deafened, frightened, petrified, poisoned, exhaustion
Discorporation. When Arachna drops to 0 hit points, its body is destroyed but its essence travels back to its domain, and is unable to take physical form for a time.
Divine Might. Arachna's attacks and effects ignore the resistances and immunities of creatures CR 25 and below. A greater god's attacks and effects targeting creatures of CR 26-35 ignore resistances and treat immunities as resistance (condition immunities provide advantage in lieu of immunity).
Divine Reflexes. If Arachna succeeds on a saving throw against an area of effect, it may spend its reaction and move outside the area, suffering no damage, conditions, etc. from the effect. The god must have enough move distance to get out side the area of effect. It may also spend legendary move actions in addition to the reaction to gain the distance required to move outside the area of effect.
Innate Spellcasting. Refer to individual entries for Arachna’s spell casting ability, their save DC, and attack bonus. Greater gods can innately cast the following spells at 8th level or higher, requiring no material components:
At will: comprehend languages, contact outer plane, detect magic, detect thoughts, dispel magic, enlarge/reduce, polymorph, remove curse, scrying, sending, shield, shield of faith, telekinesis, teleport
3/day each: arcane gate, creation, divine word, etherealness, fordiddance, (un)holy aura, mordenkainen's private sanctum, resurrection, symbol, telepathy
1/day each: astral projection, gate, mass heal (1000 hit points), true resurrection, wish
Limited Magic Immunity. Unless Arachna wishes to be affected, it is immune to spells of 7th level or lower, and it is resistant to and has advantage on all other spells and magical effects.
Magic Weapons. Arachna's weapon attacks are treated as +5 magical weapons.
Regeneration. Greater gods regain 50 hit points at the start of their turn.
Multiattack. Arachna makes three attacks, either with its longsword or its longbow. It can replace one of those attacks with a bite attack.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 2 (1d4) piercing damage plus 9 (2d8) poison damage.
Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.
Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) poison damage.
Legendary Resistance (5/Day). If Arachna fails a saving throw, it can choose to succeed instead.
Lair and Lair Actions
Sticky Situation. Arachna's lair is covered in webs. On their turn, each player must make a Dexterity saving throw. If they fail the saving throw, they fall prone.
Previous Versions
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