Heat of the Battle. When the Arragog itself is in direct combat for more than 2 rounds, it gains a +7 bonus in strength and a -8 on wisdom. While active, Telepathic Link is disabled. Effect ends when out of combat or at less than 100HP.
Swarm. Summon 25 spiders, each with a health value of 10. The Arragog exits combat by doing this and removes Heat of the Battle. If the Arragog dies, the summoned spiders retreat.
Pincers. Melee Weapon Attack: +3 to hit, reach 3 ft., 2 targets. Hit: (d6 + 8 + Strength Modifier) Piercing damage.
Poison Claw. Melee Weapon Attack: +5 to hit, reach 10 ft., 1 target. Hit: (d6 + 3) Slashing damage and (2d6) poison damage. Target is poisoned
Web Pin. Ranged Weapon Attack: +3 to hit, range 25 ft., 1 target. Hit: 1 damage. Creature is incapacitated. Requires a Strength saving throw to break free, or use a form of magic that clears incapacitated without requiring materials, such as fireball.
If there are any summoned spiders in play, the Arragog gains 1 bonus turn for every 10 spiders (The Arragog can't use these turns; only the summoned spiders). Each group of 10 can perform different actions.
!DOES NOT REACT IF IN HEAT OF THE BATTLE!
(Pick only one per attack, not both)
Block (Ineffective against Piercing / Magic Attacks). If a creature or player attempts an attack, the Arragog rolls (2d12) die. Subtract the result from the incoming damage. This is the total damage taken.
Bite (Ineffective against Piercing / Ranged / Magic Attacks).
Attempt to grab the weapon before it makes contact. Roll (5d6) die. If the value is higher than the strength of the attack, The attack is negated and the weapon is thrown from the adventurers hand. If the value is lower than this does nothing. If the value is equal, the attack is negated but the weapon is not thrown from the adventurers hand.
Telepathic Link. (No Cost). Takes direct control of any living creature (including players). Every turn for the creature is under its control, the controlled creature must make an Intelligence saving throw. If the creature lands a 16 or higher after modifiers, the link is broken. Otherwise, their character will perform an action at the DM's discretion. If the controlled character is a player, then that player loses their turn. Actions are usually hostile in nature. If the Arragog enters the Heat of the Battle, this effect dissipates.
Emergency Reinforcements. (1 Action turn, Less than 80HP required). The Arragog summons a slew of creatures from a 1d6 roll. Summoned units don't do anything until the next round
- 1-3 summons 50 Spiders with 15 Hit Points each.
- 4-5 summons 10 creatures at the DM's discretion.
- 6 summons 100 Spiders with 10 Hit Points each.
Description
The Arragog is a solitary creature. It resembles a gigantic version of a spider. It usually tends to avoid conflict, but will gladly kill those who disturb it. When fighting, it looses itself to the Battle, and forgoes precision and wisdom.
Its pincers have a very nasty bite to them. It's strategy is to bite through the armor of its foes, then strike them with its poisonous claws. In desperate measures, it calls upon multiple spiders to distract while attempting to retreat. Many adventurers went to challenge the Arragogs. Few returned alive.
Lair and Lair Actions
Regional Effects
The region containing a legendary Arragog’s lair is under its control, which creates one or more of the following effects:
- Normally passive or neutral creatures are hostile
- There are almost no creatures in the area
If the Arragog dies, the creatures return to their passive / neutral state, and the secondary effect fades over the course of (1d6) days.
Previous Versions
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6/6/2024 1:03:13 PM
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3
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1
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1.0
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Coming Soon
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