Cinder Webs. A creature that is grappled and/or restrained by Ashsilk's webs takes 10 (3d6) fire damage at the start of each of its and Ashsilk's turns.
Damage Transfer (Requires Silk Gown). While Ashsilk's body is covered by her silk gown, she takes only half the damage dealt to it, and the silk gown takes the other half.
Evasion. If Ashsilk is subjected to an effect that allows her to make a saving throw to take only half damage, she instead takes no damage if she succeeds on the saving throw and only half damage if she fails, provided she isn't incapacitated.
False Appearance. If Ashsilk is motionless, has her eyes and mouth closed, and has her legs wrapped around her body at the start of combat, Ashsilk has advantage on her initiative roll. Moreover, if a creature hasn’t observed Ashsilk move or act, that creature must succeed on a DC 21 Intelligence (Investigation) check to discern that she is anything other than an molten rock.
Fearsome Presence. Any non-spider creature that starts its turn within 60 feet of Ashsilk must make a DC 19 Wisdom saving throw. On a failed save, the creature becomes frightened of the her for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Ashsilk's Fearsome Presence for the next 24 hours.
Fey Rebirth. If Ashsilk dies in her Domain of Delight, she revives with all her hit points 1d4 days later in a safe location in that domain.
Legendary Resistance (3/Day). If Ashsilk fails a saving throw, she can choose to succeed instead.
Pyrantulas (Requires Silk Gown). While her body is covered by her silk gown, Ashsilk always has six fiery rachnoids on its abdomen. These rachnoids have the statistics of Demonfeed spiders, share initiative with Ashsilk (going immediatly after her), and have the following changes:
- Gain a +7 bonus to its attack and damage rolls.
- New Actions:
- Fire Breath. (Recharge 5-6). The rachnoid exhales fire in a 15-foot line that is 5-feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 17 (5d6) fire damage on a failed save, or half as much damage on a successful one.
- Web (Recharge 5–6). Ranged Weapon Attack: +13 to hit, range 45/90 ft., one creature. Hit: The target 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 10; hp 5; vulnerability to slashing damage; immunity to bludgeoning, fire, poison, and psychic damage).
- Immune to Fire damage.
- Intelligence score is 10 (+0).
When the silk gown is destroyed, the rachnoids fall off Ashsilk and use their reactions to move towards the creature who destroyed the gown and make one melee attack against it.
Spider Climb. Ashsilk can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Unusual Nature. Ashsilk doesn’t require air.
Web Sense. While in contact with a web, Ashsilk knows the exact location of any other creature in contact with the same web.
Web Walker. Ashsilk ignores movement restrictions caused by webbing.
Multiattack. Ashsilk uses her Command Rachnoids (if able). She then makes two Web Strand attacks, uses Reel, two with her claws, one with her abdomen, and two Bite attacks.
Command Rachnoids (Requires Silk Gown). Ashsilk uses one of the following actions:
- Move. Ashsilk launches three rachnoids up to 30 feet away and pulls herself to that location. Two of the the rachnoids use their Fire Breath in the direction Ashsilk is moving.
- Defend. The rachnoids on the Ashsilk's body attempt to shove a creature off Ashsilk. Roll a contested Strength (Athletics) check using the rachnoids strength modifier. The rachnoid gains a +5 bonus to its check.
- Spread Rachnoids. Ashsilk launches all six rachnoids off her abdomen, each landing at least 5 feet apart from each other and in a space within 30 feet of her. Three of the rachnoid use their Fire Breath and the three other rachnoids use their Web or Web Spinner, before being pulled back onto the Ashsilk's abdomen.
Abdomen. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 35 (6d8 + 8) bludgeoning damage plus 14 (4d6) fire damage or 21 (3d8 + 8) bludgeoning damage when covered by her silk gown.
Bite. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) piercing damage plus 32 (5d12) fire damage.
Claws. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 18 (3d6 + 8) slashing damage.
Web Strand. Ranged Weapon Attack: +14 to hit, reach 120 ft., one creature. Hit: The target is grappled (escape DC 20). The web strand can be attacked and destroyed (AC 16; 30 hit points; vulnerability to slashing damage; immunity to bludgeoning, fire, poison, and psychic damage). The spider can grapple up to six creatures at a time using its web strands.
Reel. Ashsilk pulls each creature grappled and/or restrained by her or any webbing up to 60 feet straight toward her.
Recharge Attack (Recharge 5–6). Ashsilk uses one of the following actions.
Fire Breath. Ashsilk exhales fire in a 90-foot cone or spins in a circle and releases a gout of flame in a 30-foot-radius around her. Each creature in that area must make a DC 22 Dexterity saving throw, taking 72 (16d8) fire damage on a failed save, or half as much damage on a successful one. If Ashsilk is on the ceiling of the area, the gout of flames is released in a 30-foot-radius, 40-foot-high cylinder centered on a point up to 30 feet directly below her.
Web Spray. Ashsilk exhales webbing in a 90-foot cone in front of her. Each creature in that area must succeed on a DC 22 Dexterity saving throw or be restrained by the webbing. As an action, the restrained target can make a DC 22 Strength check, bursting the webbing on a success. The area of the cone is filled with webbing. The web is difficult terrain, its area is lightly obscured, and it lasts for 1 minute. Any creature that moves into the web or that starts its turn there must make a DC 22 Dexterity saving throw. On a failed save, the creature is restrained while in the web. A creature can use an action to make a DC 22 Strength check. On a success, it can free itself or a creature within 5 feet of it that is restrained by the web. The web can be attacked and destroyed (AC 18; hp 70; vulnerability to slashing damage; immunity to bludgeoning, fire, poison, and psychic damage).
Smogweave (3/Day). Ashsilk casts the simulacrum spell, needing no material components. The spell has the following modifications:
- The casting time is an action.
- The duplicated creature gains the following benefits:
- Immunity to fire damage (damage absorption if it already has fire immunity, regaining hit points equal to half of any fire damage it takes).
- Climbing speed of 30 ft.
- Spider Climb, Web Sense, and Web Walker traits.
- Ashsilk can create a duplicate of any CR 15 or lower creature (preferably any Fomorians, Canoloths, Jabberwocks, Chimeras, Adult Moonstone Dragons, Arcanaloths, and/or Maws of Yeenoghu).
- Ashsilk can have more than one duplicate created by the spell at a time (max 3).
Spellcasting. Ashsilk casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 21):
At will: detect magic, prestidigitation, suggestion, Hunter's Mark, Scrying, dancing lights, druidcraft, web, Legend Lore (as an action)
2/day each: faerie fire, mirror image, major image, zone of truth, Steel Wind Strike, pass without trace
Blackened Silk Gown (Recharge 6, After the Gown is Destroyed). Ashsilk covers her body in a silk webbing. The webbing can be attacked and destroyed (AC 22; hp 120; immunity to bludgeoning, fire, poison, and psychic damage). When a creature makes a melee weapon attack that fails to hit Ashsilk or her silk gown by 5 or less, its weapon becomes stuck to the gown, requiring an action and a successful DC 20 Strength check to pull free. If the attack is with a natural weapon, the creature is also grappled. Until this grapple ends, the creature is restrained.
Fire Blood Stinger. Ashsilk impales a webbed creature within 10 feet of her with her stinger, injecting it with her own special venom often referred to as Fire Blood. That creature must make a DC 18 Constitution saving throw, taking 28 (8d6) poison damage and be poisoned for 1 minute on a failed save, or half as much damage only on a successful one. While poisoned in this way, when the target takes fire damage, it takes additional poison damage equal to half of the taken fire damage (rounded down). If the saving throw fails by 5 or more, the target also falls unconscious for 1 hour, or until it takes damage or another creature uses an action to shake it awake. If poison damage reduces the target to 0 hit points within 1 minute after being affected by the stinger, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
Snare Ship (3/Day). Ashsilk weaves a magical web around a spelljamming ship she can see within 120 feet of herself. The web lasts for 1 minute and suppresses the magic of any spelljamming helm aboard the ship. Decks and other surfaces of the ship that aren’t enclosed become difficult terrain until the effect ends. The web is impervious to damage but is destroyed by a successful casting of dispel magic (DC 20).
Parry and Riposte. Ashsilk adds 7 to her AC against one melee attack roll that would hit her, provided she can see the attacker. After the attack hits or misses, Ashsilk then makes one melee attack against the attacker.
Ashsilk 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. Ashsilk regains spent legendary actions at the start of her turn.
Command. Ashsilk uses her command rachnoids action.
Claws. Ashsilk makes two attacks with her claws.
Flamethrower. Ashsilk moves up to half her speed in a straight line while releasing a gout of flame in a 30-foot line that is 10 feet wide in front of her. During this movement she can pass through a Huge or smaller creature's space. Each creature in fire's path must succeed on a DC 18 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one.
Explosive Slam (Costs 2 Actions). Ashsilk slams her claws down, creating a fiery explosion in a 20-foot-square area originating from her. Each creature in that area must make a DC 22 Dexterity saving throw, taking 28 (8d6) fire damage, be pushed 10 feet away and knocked prone on a failed save, or half as much damage, isn't pushed away or knocked prone on a successful one.
Rejuvenate (Costs 2-3 Actions). Ashsilk recharges her Recharge Attack and uses her Web Spray, or her Fire Breath for 3 Actions.
Web Landmine (Costs 2 Actions). Ashsilk slams her abdomen on the ground, sending three blobs of webbing into unoccupied spaces within 20 feet of her. When a creature that starts or enters a webbed area for the first time on a turn, it is restrained by the webbing. As an action, the restrained target can make a DC 20 Strength check, bursting the webbing on a success. The webbing can be attacked and destroyed (AC 22; hp 100; vulnerability to slashing damage; immunity to bludgeoning, fire, poison, and psychic damage).
Anti-magic Weave (Costs 3 Actions). Each creature restrained by Ashsilk Webs must succeed on a DC 23 Constitution saving throw, or the creature takes 26 (4d12) force damage and any spell of 6th level or lower on it ends.
Description
Considered to be the fiery, ravenous, and rather bloodthirsty twin to the benevolent and kind Yarnspinner, Ashsilk the Smogweaver is a monstrously huge asteroid spider adorned in a cloak of her own ash-black silk, giving the impression of a gown. Upon her silken back are her offspring, the only living things in her Domain of Delight that she doesn't consider food to be slaughtered and devoured. Born of the feywilds, she hunted and stalked all things the lived and breathed, considering herself the ultimate hunter of the feywild. After being exposed to a realm tear between the feywild and the Elemental Plane of Fire, Ashsilk gained newfound elemental powers over fire that made her nigh untouchable. Despite this, many creatures have tried over thousands of years to slay the fearsome spider, and now all of their blackened bones decorate her Domain of Delight: The Cinderweb Hollow.
If she encounters a quarry that requires greater skill and power to overcome, or to defend her domain from invaders (which happens more often that she likes to admit), Ashsilk will make magical copies of other creatures loyal to her to bolster her numbers out of smoke bound together into shapes with her silk. These simulacra are similar to those created by the simulacrum spell, but she isn't limited to beasts and humanoids, allowing her to create loyal until death simulacra of any creatures she has seen and/or eaten. These smogweaves (as she calls them) also have her immunity to fire an her abilities to traverse webs and crawl along walls as a spider would.
Archfey from both the Summer and Gloaming courts stay far away from Ashsilk, as she would rather have them for lunch rather than talk or even associate with them. There have been instances in which she has had territorial disputes with other archfey, which never lasted more than a day because the opposing archfey either ran away in fear of Ashsilk or wound up as part of her collection of burnt bones from previous meals.
To make her hunts more exciting, Ashsilk has laid a special ward on her Domain, granting the benefits of the awaken spell on any unintelligent creature that enters her territory, granting it sentience only to see its understanding of terror when she goes for the kill. The only time Ashsilk isn't out killing and hunting for the thrill of blood and food is when she goes to visit her twin brother, Yarnspinner. In his company, one could tell they were siblings that got along famously, and she enjoys hearing his stories in her brief periods of rest, as do her offspring. Yarnspinner is protected by many more powerful archfey solely for this reason: as a means to keep Ashsilk in check, as his death would cause her to go on a rampage so savage the whole of the feywild would burn to the ground.
During the few and far between periods in which Ashsilk rests, her domain comes to life with hundreds of creatures, all scouring her lands for whatever food and water they can gather before scurrying back to their hideaway's in hopes of not becoming the Smogweaver's next meal. Should a worthy hunter seek her blessing of the hunt, they need only infiltrate her domain and set traps to try and catch her attention. When such hunters prove to be more than a potential snack for the Smogweaver, Ashsilk grants them her boon of the hunt and gifts some of her fire-enhanced silk (see below)
Cinderweb Whip (Whip, Very Rare, requires attunement)
While attuned to this weapon, all spider-like creatures view you as an ally and will not be hostile towards you unless you act with intentional harm towards them.
This silk whip functions as a Grasping Whip with the following changes:
- Reach 60 ft.
- +3 bonus to attack and damage rolls
- It deals an additional 10 (3d6) fire damage on a hit and/or when you have a creature grappled and/or restrained.
- You can cast the web spell from it at-will (DC 19) and the [Tooltip Not Found] (spiders only) spell 2/Day.
It also functions as a Rope of Mending, a Rope of Climbing, and a Rope of Entanglement (DC 19).
The Cinderweb Hollow
Ashsilk's Domain of Delight could only be delightful for a creature such as herself and her offspring. The Cinderweb Hollow is a colossal, gnarled and burnt tree, its trunk riddled with passageways, halls, chambers, and staircases all adorned with spiderwebs made of flame. The realm is a living embodiment of an eternal forest fire where everything that burns rejuvenates just as quickly, as if the burning flora was made of flame. Deeper within this colossal burning effigy, in the personal chambers of Ashsilk herself, are crystal formations, outgrowths, and spires all colored a fiery orange or ruby red, as well as primitive living structures and trees made of golden crystal. Some of the crystals might generate illusions, copied sounds, or both. A cave filled with natural crystalline formations and resembles a glittering den riddled with charred bones. When the blood moon shines into the cave at night, it causes a shimmering pool in the center of the cave to transform into a fey crossing into Ashsilk's Domain.
Throughout its passages are hundreds of spider spawns of Ashsilk, all with the same elemental blessing of fire as their mother. Whether they are Giant Spiders, phase spiders, etc., all such creatures bow to the blazing mistress of the hunt. Elves, dryads, satyrs, pixies, and sprites, as well as centaurs and magical creatures such as blink dogs, faerie dragons, treants, and unicorns that enter her domain are trapped there like flies in a web, as leaving it is near impossible. Ashsilk's children guard her borders fiercely, setting traps to keep mother's prey from leaving her domain.
The canopy of the tree also serves as a means for Ashsilk to explore the astral plane, as the tear between realms opens Ashsilk to more than just the plane of fire and the feywild. Whenever she finds a spelljamming ship close enough to her domain, she ruthlessly slaughters the crew and adorns her domain with the gutted ship like a trophy. Hundreds of these ships adorn the canopy of the hollow.
Within the domain are many denizens trapped by Ashsilk for the purpose of being game to be hunted and devoured, but there are a few other parties of creatures that have made pacts with her to make her Domain of Delight their home:
- Several families of ember rocs are tucked away in the canopy maze of ruined spelljamming ships. In exchange for any eggs that fail to hatch after a certain timeframe and to never hunt any spiders in her Domain, Ashsilk allows them to nest in the hollow with a mutual defense pact between the two parties. The rocs are quite ravenous, and often plan hunts with Ashsilk to better feed their young with game.
- Deep within her crystal caves at the core of the tree is a conclave of fomorian nobles (with the benefits of the Bladesinging Wizard subclass at 15th level) plus their mutated brethren (fomorians with the benefits of the Gloom Stalker Ranger subclass at 8th level, Deep crawlers with the benefits of the Path of the Beast Barbarian subclass at 10th level, & Warlocks of the Dark with Archfey Warlock pacts with Ashsilk at 12th level). In return for safe haven here, the giants must plot a grand conquest that will entice Ashsilk enough to aid them and ensure victory so she may expand her domain further until she establishes herself as the 3rd supreme ruler of the feywild: Ashsilk, Queen of the Cinderfall Court. The fomorians have been promised grand positions in her new court once they have helped established her rule.
- The infamous Nintra Siotta has also taken residence here in the hollow, enslaved by Ashsilk as her court jester as payment for restoring her to life after her death in candlekeep. Nintra is furious at this arrangement and is willing to assist in anyone who would seek to kill her mistress, as Ashsilk's death, even if she returns to life with her Fey Rebirth trait, will free Nintra from her servitude to the Smogweaver and allow her to make her escape.
The Cinderweb Hollow is an enormous domain, even by unaffiliated Archfey standards, the tree itself covering around twelve square miles while Ashsilk hunts in the area within 60 miles of the tree itself. Ashsilk's domain sits on the border between the feywild and the elemental plane of fire, where she ruthlessly proves everyday that she is the apex predator and none can stand against her might.
Comments