Gargantuan Beast, Chaotic Evil
Armor Class 88 (natural armor)
Hit Points 1276 (88d8 + 880)
Speed 42240 ft., Burrow 42240 ft., Climb 42240 ft., Fly 42240 ft., Swim 42240 ft.
STR
30 (+10)
DEX
30 (+10)
CON
30 (+10)
INT
30 (+10)
WIS
30 (+10)
CHA
30 (+10)
Saving Throws STR +19, DEX +19, CON +19, INT +19, WIS +19, CHA +19
Skills Acrobatics +28, Animal Handling +28, Arcana +28, Athletics +28, Deception +28, History +28, Insight +28, Intimidation +28, Investigation +28, Medicine +28, Nature +28, Perception +28, Performance +28, Persuasion +28, Religion +28, Sleight of Hand +28, Stealth +28, Survival +28
Damage Resistances Acid, Bludgeoning, Cold, Fire, Force, Lightning, Necrotic, Piercing, Poison, Psychic, Radiant, Slashing, Thunder
Damage Immunities Acid, Bludgeoning, Cold, Fire, Force, Lightning, Necrotic, Piercing, Poison, Psychic, Radiant, Slashing, Thunder
Senses Blindsight 42240 ft., Darkvision 42240 ft., Tremorsense 42240 ft., Truesight 42240 ft., Passive Perception 88
Languages All, Telepathy 42240 ft.
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Spider Form. On its turn, the Australian Spider may take 8 actions and 8 bonus actions instead of the normal 1. It also may take up to 8 reactions before its turn comes around again, instead of the normal 1, and hold concentration on up to 8 spells at once.

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

Arachnid Mobility. The Australian Spider may choose to ignore movement restrictions, and if its speed is anything other than 42240 feet, it may choose to act as though its speed is 42240 feet instead. It also cannot provoke opportunity attacks, and creatures cannot avoid provoking opportunity attacks against it. Whenever the Australian Spider rolls initiative, it rolls 8 initiatives and takes turns on each of them, and it is considered to have proficiency and expertise in initiative rolls.

Spider Presence. Whenever a creature within 8 miles of the Australian Spider would roll a die, the Australian Spider may choose to have that creature roll 8 of that die instead and choose which die is to be used.

Webbed Magic. The Australian Spider knows all spells and can cast them at will, not expending any spell slots. It may choose to cast these spells at any higher level it would like. It can also ignore the effects of the stress of casting the wish spell. It has 88 sorcery points and knows all metamagic options.

Magical Soul. The Australian Spider does not require food, water, air, or sleep, and does not age. It may use a bonus action to gain the benefits of a short rest, and may use an action to gain the benefits of a long rest. It is also completely immune to the effects of magic that it does not want to affect it.

Gargantuan Strength. The Australian Spider has no limit to its carrying capacity. It also has a long and high jump distance equal to its movement speed. When making a long jump or a high jump, it may jump as though it had done both at once, costing an amount of movement equal to the greater distance of the two.

Actions

Multiattack. The Australian Spider makes up to nine attacks: one with each of its legs, and one with its bite. 

Bite. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 46 (8d8 + 10) piercing damage plus 36 (8d8) acid damage and 36 (8d8) poison damage. The target must succeed on a DC 27 constitution saving throw, suffering instant death on a failed save and having their hit point maximum permanently reduced by the amount of poison damage dealt this way on a successful save. If the target is immune to poison damage, they automatically succeed on their save and do not have their hit point maximum reduced, and if the target is resistant to poison damage, they have advantage on the save.

Leg. Melee Weapon Attack: +19 to hit, reach 20ft., one target. Hit: 46 (8d8 + 10) bludgeoning damage, 46 (8d8 + 10) piercing damage, or 46 (8d8 + 10) slashing damage. If the target is a creature, it must succeed on a DC 27 Strength saving throw or be knocked prone.

Bonus Actions

Multiattack. The Australian Spider makes up to nine attacks: one with each of its legs, and one with its bite. 

Bite. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 46 (8d8 + 10) piercing damage plus 36 (8d8) acid damage and 36 (8d8) poison damage. The target must succeed on a DC 27 constitution saving throw, suffering instant death on a failed save and having their hit point maximum permanently reduced by the amount of poison damage dealt this way on a successful save. If the target is immune to poison damage, they automatically succeed on their save and do not have their hit point maximum reduced, and if the target is resistant to poison damage, they have advantage on the save.

Leg. Melee Weapon Attack: +19 to hit, reach 20ft., one target. Hit: 46 (8d8 + 10) bludgeoning damage, 46 (8d8 + 10) piercing damage, or 46 (8d8 + 10) slashing damage. If the target is a creature, it must succeed on a DC 27 Strength saving throw or be knocked prone.

Quickened action. The Australian Spider takes one of the following actions: Dash, Disengage, Dodge, Help, or Hide.

Reactions

Parry. The Australian Spider changes the target of a melee or spell attack that would target it to the attacker. The new attack roll is treated as a critical hit, regardless of what the roll on the die was. Then, the Australian Spider may move up to 8 times its movement speed toward the creature that targeted it and make 8 multiattack attacks. All attacks must target the person who targeted the Australian Spider.

Legendary Actions

The Australian Spider can take ∞ 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 Australian Spider regains spent legendary actions at the start of its turn.

Multiattack. The Australian Spider makes 8 multiattack attacks.

Move. The Australian Spider moves up to 8 times its speed.

Lair and Lair Actions

The Australian Spider may use an action to turn the current plane into its lair. Only one plane may be its lair at a time, and if a new plane becomes its lair, the previous plane is no longer considered its lair. While the Australian Spider is in its lair, it can take lair actions.

On initiative count 20 (losing initiative ties), the Australian Spider can take one of the following lair action options, or forgo using any of them in that round:

  • Until initiative count 20 of the next round, the Australian Spider can pass through solid materials as if they weren't there.
  • Until initiative count 20 of the next round, the Australian Spider can instantly teleport to any location within its lair using a bonus action. If it wishes to teleport to a creature, it appears in the closest unoccupied space near that creature that it can.
  • The Australian Spider creates 8 exact clones of itself in an unoccupied location inside its lair, which remain until initiative count 20 of the next round.
  • Until initiative count 20 of the next round, whenever a creature within 42240 feet of the Australian Spider rolls a die, the Australian Spider may choose to either add 88, subtract 88, or do nothing to the roll.
  • Until initiative count 20 of the next round, movement for any creatures within 42240 feet of the Australian Spider that it wishes costs 88 times more movement than it normally would.
  • Until initiative count 20 of the next round, any number of creatures within the Australian Spider's lair can't take turns.

Previous Versions

Name Date Modified Views Adds Version Actions
4/27/2024 12:18:08 AM
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