Spider Climb. The Zana Harowa can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Sense. While in contact with a web, the Zana Harowa knows the exact location of any other creature in contact with the same web.
Web Walker. The Zana Harowa ignores movement restrictions caused by webbing.
Nimble Escape. The Zana Harowa can take the Disengage action as a bonus action on each of its turns.
Parrallel Minds. The Zana Harowa has two actions on each of its turns
Vision Enhancement. The Zana Harowa can see through magical and nonmagical darkness as if it was bright light
Immortality. The Zana Harowa does not die when it reaches 0 hit points
HP auto-Regeneration. The Zana Harowa regains 20 hit points at the start of each of its turns. Additionally, if it is missing one of its limbs or eyes, it will regenerate it after 3 turns, regaining all abilities associated with said limb or eye
Legendary Resistance(3/Day). If the Zana Harowa fails a saving throw, it can choose to succeed instead.
Multiattack. The Zana Harowa makes Three attacks, one with it's poison fangs, and two attacks with its Scythes. Alternatively, the Zana Harowa can choose to replace one scythe attack with a rot attack
Poison Fangs. Melee Weapon Attack: +16 to hit, reach 5 ft., one creature. Hit: 20 (3d6 + 9) piercing damage, and the target must make a DC 18 Constitution saving throw, taking 22 (5d8) poison damage on a failed save, or half as much damage on a successful one.
Scythe. Melee Weapon Attack: +16 to hit, reach 5 ft., one creature. Hit: 20 (5d8 + 9) slashing damage
Cutting Thread. Every creature in a 30 foot cone has to make a DC 24 dexterity saving throw, taking 23 (3d8 + 9) slashing damage on a failed save, or half as much on a successful one
Dark bullets. Ranged Spell Attack: +13 to hit, range 120 ft., two targets. Hit: 30 (4d8 + 12) force damage.
Web (Recharge 5–6). Ranged Weapon Attack: +16 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 24 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 22; hp 60; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage). The threads are also so small that any web created by the Zana Harowa cannot be detected by a creature unless it first succeeds on a DC 24 perception check. A creature walking into the web without being aware of it has to make a DC 24 Strength save with disadvantage or be restrained by it
Rot attack. Melee Weapon Attack: +16 to hit, reach 5 ft., one creature. Hit: 95 (10d10 + 40) necrotic damage. On hitting a rot attack, the Zana Harowa takes 60 necrotic damage as recoil, and loses one of its scythes from its multiattack. This damage cannot be reduced by resistance and immunity to necrotic damage.
Evil eyes. The Zana Harowa uses up to two of it's evil eyes from the following options, provided it still has at least two eyes, with wisdom as the spellcasting ability(Save DC 21):
Annihilating Evil Eye. One creature the Zana Harowa can see within 90 feet has to make a constitution saving throw, taking 80 (10d10 + 25) necrotic damage on a failed save, or half as much damage on a successful one. The Zana Harowa takes 35 necrotic damage in recoil and loses one of its eyes, taking a -1 penalty to all of its attack rolls until the eye is healed. The recoil damage cannot be reduced, and ignores resistance and immunity to necrotic damage
Jinx Evil Eye. One creature the Zana Harowa can see within 90 feet has to make a charisma saving throw, on a failed save, they take 23 (5d8) necrotic damage, and the Zana Harowa heals for the same amount. And all of the creature's stats are reduced by 1 until their next long rest, or they are targeted with a spell that removes curses or hexes.
Paralyzing Evil Eye. One creature the Zana Harowa can see within 90 feet has to make a wisdom saving throw or be paralyzed for as long as the Zana Harowa can see them and remains within 90 feet of the target. At the end of each of its turns, the target can repeat the saving throw, ending the condition on a success
Charming Evil Eye. One creature the Zana Harowa can see within 90 feet has to make a wisdom saving throw or be charmed by the Zana Harowa for as long as the Zana Harowa can see them and remains within 90 feet of the target. At the end of each of its turns, the target can repeat the saving throw, ending the condition on a success
The Zana Harowa 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. The Zana Harowa regains spent legendary actions at the start of its turn.
Escape. The Zana Harowa moves up to its movement speed without provoking oppertunity attacks
Evil Eyes. The Zana Harowa uses up to 2 of its evil eyes
Cutting Thread. The Zana Harowa makes a cutting thread attack
Description
A legendary spider monster with no records of having ever been successfully slain. This monster seems to be infused with necrotic energy preventing it from dying even when suffering fatal wounds, and its regeneration means that it can recover even from being cut into pieces. Though most people never get that far, as it is exceptionally skilled in combat, using its speed and cruel intelligence to outmaneuver the melee combatants and target the softer backliners, closing in on those who would rather keep it away with a flurry of rapid attacks, while softening up those who seem tough from a distance with magic, before closing in for the kill.
Previous Versions
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Coming Soon
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