Huge Monstrosity, Neutral Evil
Armor Class 18 Natural Armor
Hit Points 200 (14d20 + 70)
Speed
STR
20 (+5)
DEX
16 (+3)
CON
14 (+2)
INT
12 (+1)
WIS
14 (+2)
CHA
12 (+1)
Saving Throws STR +9, DEX +7
Damage Vulnerabilities Fire
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Frightened, Grappled, Paralyzed, Poisoned
Senses Passive Perception 16
Languages Abyssal
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Legendary Resistance 3/Day. When this creature fails a saving throw, it can choose to succeed instead.

Spider climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Websense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.

Web Walker. The spider ignores movement restrictions caused by webbing.

Actions

Multiattack. Ungoliant can make two attacks. One with its bite and one with its web.

Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 12(2d6 + 5) slashing damage. 

Web. RangedWeapon Attack: +7 to hit, range 60/120 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage. Any creature hit with this attack is grappled and restrained. Any creature can use their action to make a DC 14 athletics check to break out. any other creature can use their attack to break the web. the web has an AC of 14, HP of 15, and is immune to fire, psychic and poison damage.

Legendary Actions

Ungoliant can take 3 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. Ungoliant regains spent legendary actions at the start of its turn

Move. Ungoliant moves up to half its speed.

Venom Spray. Ungoliant sprays potent venom in a 20 ft cone from her fangs. All creatures within the area must mace a DC 14 Dexterity saving throw. On a failed save, they take 22 (4d10) poison damage.

Giant Stinger. Ungoliant jabs a stinger with paralyzing venom into her victim. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 16 (3d8+5) piercing damage. Any creature hit with this attack must make a DC 14 Dexterity saving throw. On a failed save they are paralyzed.  The effect ends at the end of the creatures next turn.

Lair and Lair Actions

Ungoliant's lair is filled with her victims, webbed up and hanging from the ceiling. the walls are covered in webs and big holes, the giant cave is only dimly lit by glowing mushrooms.

Lair Actions

On initiative count 20 (losing initiative ties), the Ungoliant takes a lair action to cause one of the following effects; Ungoliant can’t use the same effect two rounds in a row:

  • Ambusher. Ungoliant scatter to the walls, and hides within the webs and holes in the walls. hide skill checks have advantage
  • Ungoliant's brood: 1d6 spider eggs hatch from the ceiling, spawning giant spiders.
  • Predator's hunting ground. Webs cover the walls and ceiling and stick to any creature it touches, alerting Ungoliant to its location. Any creature must make a DC 14 dexterity check. on a failed save that creature is restrained. Any creature can use their action to make a DC 14 athletics check to break out.

Regional Effects

The region containing legendary monster Ungoliant’s lair is warped by her presence, which creates one or more of the following effects:

  • the lair's walls and ceiling is non climable, due to Ungoliant's webs.
  • Web sacks lay scattered around the lair, filled with Ungoliant's victims, loot, trinkets and her brood.

If Ungoliant dies, these effects fade over the course of 2d6 days.

Monster Tags: monstrosity

Habitat: MountainUnderdark

BappoJustNappo

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