Large Monstrosity, Typically Lawful Neutral
Armor Class 18 Natural Armor
Hit Points 200 (16d10 + 112)
Speed 30 ft., Climb 30 ft., Burrow 30 ft.
STR
17 (+3)
DEX
23 (+6)
CON
24 (+7)
INT
16 (+3)
WIS
20 (+5)
CHA
15 (+2)
Saving Throws DEX +11, CON +12, WIS +10
Skills Perception +15, Stealth +16
Damage Vulnerabilities Thunder
Damage Resistances Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Charmed, Poisoned
Senses Darkvision 120ft, Tremorsense 15ft, Passive Perception 25
Languages Abyssal, Common, Undercommon
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

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

Web Sense. While in contact with a web, the Queen knows the exact location of any other creature in contact with the same web.

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

Secondary Arms. Araxa have two smaller arms emerging from your below their shoulder right under their primary arms. These arms can manipulate an object, open or close a door or container, pick up or set down a Tiny object, or wield a weapon that has the light property

Innate Spellcasting. The Queen's innate spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: Mending, Chill Touch, Eldritch Blast
1st level (3 slots): Cure Wounds, Inflict Wounds
2nd level (2 slots): Web, Wither and Bloom
3rd level (2 slots): Counterspell
Actions

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) (magical) slashing damage. When the target is hit they take an additional 7 (2d6) (magical) acid damage.

Multiattack. The Queen makes two claw attacks.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) Piercing damage. Target must make CON save DC 15., on failed save target becomes poisoned.

Description

Araxa Queens have a similar appearance to most other Araxa, however, not quite the same. When it comes to size, they stand a bit over 10 feet. They have to two protruding fangs covered by mandibles. Their limbs are lankier than the averaged Araxa'n. Araxa Queens can are truly gentle-giants to their hive, but if intruders make it far enough to harm the younglings, they can become the same kind of eldritch horror they derive from.

*(Note: This has not been play tested)

Lair and Lair Actions

Araxa Queen's stay in the core of the hive. Colonies typically find home in depth of the underdark, webs that spiral down for miles in the pits of caves.

Lair Actions

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

  • Save The Queen. The Queen call for aid from her hive. Two Araxa'n guards, scouts, or caster enter the battle, they go after the Queen each round. 
  • Cobwebs. Some of the old webs from the structure fall and mold around the battle field. Everyone who does not have the Spider Climb or Web Walker abilities must make a DC 15 dexterity saving throw or become Restrained
ScarletDerVampir

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