Gargantuan Monstrosity, Chaotic Evil
Armor Class 19 Natural Armor
Hit Points 210 (20d10 + 100)
Speed 40 ft., climb 40 ft., fly 60 ft.
STR
22 (+6)
DEX
18 (+4)
CON
20 (+5)
INT
16 (+3)
WIS
14 (+2)
CHA
18 (+4)
Saving Throws DEX +9, CON +10, WIS +7, CHA +9
Skills Perception +14, Stealth +10
Damage Resistances Fire, Poison
Damage Immunities Psychic
Condition Immunities Frightened, Poisoned
Senses Darkvision 120ft, Passive Perception 24
Languages Draconic
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

Magic Resistance. Acrivarian has advantage on saving throws against spells and other magical effects.

Web Walker. Acrivarian ignored movement restrictions caused by webbing.

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

Legendary Resistance (3/Day): If Acrivarian fails a saving throw, it can choose to succeed instead.

Nightmare Aura: Any creature that starts its turn within 30 feet of Acrivarian must succeed on a DC 18 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if Acrivarian is within line of sight, ending the effect on itself on a success.

Actions

Multiattack: Acrivarian makes three attacks: one with its bite and two with its claws.

Bite: Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 14 (4d6) poison damage.

Claw: Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

Web (Recharge 5-6): Ranged Weapon Attack: +10 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 18 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 15; hp 20; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).

Breath Weapon (Recharge 5-6): Acrivarian exhales vibrant purple flames in a 30-foot cone. Each creature in that area must make a DC 19 Dexterity saving throw, taking 55 (10d10) fire damage on a failed save, or half as much damage on a successful one.

Reactions

Venomous Retaliation: When a creature within 10 feet of Acrivarian hits it with a melee attack, Acrivarian can use its reaction to make a bite attack against that creature.

Shadow Blink: When Acrivarian is hit by an attack, it can use its reaction to teleport up to 20 feet to an unoccupied space it can see. The space must be in dim light or darkness.

Legendary Actions

Acrivarian 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. Acrivarian regains spent legendary actions at the start of its turn.

Detect: Acrivarian makes a Wisdom (Perception) check.

Shadow Step: Acrivarian teleports up to 30 feet to an unoccupied space it can see. Both the space it leaves and its destination must be in dim light or darkness.

Web Attack (Costs 2 Actions): Acrivarian makes a web attack.

Lair and Lair Actions

Acrivarian can take a lair action to cause one of the following effects; Acrivarian can't use the same effect two rounds in a row:

Webbed Terrain: Acrivarian causes thick, sticky webs to fill a 20-foot square area on the ground within 120 feet of it. The area becomes difficult terrain, and any creature that starts its turn in that area must succeed on a DC 18 Strength saving throw or be restrained by the webs until the webs are destroyed. The webs are flammable and can be burned away (AC 15; hp 20; vulnerability to fire damage).

Shadow Veil: Acrivarian summons shadows to envelop an area within 60 feet, creating a 30-foot-radius sphere of magical darkness that lasts until initiative count 20 on the next round. This darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it. If any of the sphere's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.

Nightmare Chasm: Acrivarian opens a rift in the ground within 60 feet, revealing a swirling void of nightmarish energy. Each creature within 10 feet of the rift must succeed on a DC 18 Wisdom saving throw or be frightened until the end of its next turn. A creature frightened in this way sees hallucinations of their worst fears emerging from the rift.

Venomous Miasma: Acrivarian releases a cloud of poisonous gas in a 20-foot-radius sphere centered on a point it can see within 120 feet. The cloud spreads around corners and remains until initiative count 20 on the next round. Each creature that starts its turn in the cloud or enters it for the first time on its turn must succeed on a DC 18 Constitution saving throw or take 21 (6d6) poison damage and become poisoned until the start of its next turn.

Spectral Spiders: Acrivarian conjures spectral spiders that skitter across the lair. Each creature of Acrivarian's choice within 60 feet must succeed on a DC 18 Dexterity saving throw or take 14 (4d6) necrotic damage as the spectral spiders bite and claw at them. The spectral spiders then vanish.

Monster Tags: monstrosityAbominations

ItsBojac

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