Gargantuan Elemental (Ratfolk), Chaotic Evil
Armor Class 23 (natural armor)
Hit Points 615 (30d20 + 300)
Speed 30 ft., climb 30 ft.
STR
22 (+6)
DEX
28 (+9)
CON
30 (+10)
INT
19 (+4)
WIS
25 (+7)
CHA
30 (+10)
Saving Throws STR +14
Skills Perception +5, Stealth +9
Damage Resistances Fire
Damage Immunities Acid, Lightning, Necrotic, Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 120 ft., Passive Perception 36
Languages Elvish, Undercommon
Challenge 27 (105,000 XP)
Proficiency Bonus +8
Traits

Special Equipment. Arashkah wears a headband of intellect.

Cunning Action. Arashkah can take the Dash, Disengage, or Hide action as a bonus action.

Fear Aura. Any creature hostile to Arashkah that starts its turn within 240 feet of her must make a DC 27 Wisdom saving throw, unless Arashkah is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to Arashkah's Fear Aura for the next 24 hours.

Improved Critical. Arashkah's weapon attacks score a critical hit on a die roll of 19 or 20.

Innate Spellcasting. Arashkah's spellcasting ability is Wisdom (spell save DC 25, +17 to hit with spell attacks). Arashkah can innately cast the following spells, requiring no material components:

At will: command, darkness, dream, fear, hallucinatory terrain, sleep, modify memory

5/day each: geas, harm, insect plague, mass suggestion, seeming

3/day each: animal shapes, weird

1/day each: feeblemind, power word kill

Inscrutable. Arashkah is perpetually under the effects of a mind blank spell. The immunity to psychic damage is factored into her stat block.

Legendary Resistance (3/Day). When Arashkah fails a saving throw, she can choose to succeed instead.

Limited Magic Immunity. Arashkah is immune to spells of 6th level or lower, unless she wishes to be affected. She has advantage on saving throws against all other spells.

Mobile. When Arashkah makes a melee attack against a creature, she doesn't provoke opportunity attacks from that creature for the rest of the turn, whether she hit or not. Additionally, difficult terrain doesn't cost Arashkah extra movement, and she has advantage on saving throws to avoid being knocked prone.

Reactive. Arashkah can take one reaction on every turn in combat.

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

War Caster. When a creature provokes an opportunity attack from Arashkah , she can, instead of making an opportunity attack, use a reaction to cast a spell that has a casting time of 1 action and targets only that creature. Additionally, Arashkah has advantage on saving throws to maintain her concentration.

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

Web Walker. Arashkah ignores movement restrictions caused by webbing.

Actions

Multiattack. ฅArashkah makes three attacks: one with her bite and two with her claws.

Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one creature. Hit: 20 (3d8 + 7) piercing damage, and the target must make a DC 21 Constitution saving throw, taking 32 5d12 poison damage on a failed save, or half as much damage on a successful one. If the damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

Claws. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 17 (3d6 + 7) slashing damage.

Legendary Actions

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


Move. Arashkah moves up to her speed. This movement does not provoke opportunity attacks.
Attack. Arashkah makes one attack with her scimitar, unarmed strike, bite, or fling.
Night Terrors (Costs 3 Actions). Arashkah summons 2d4 rotwing vultures, which each appear in unoccupied spaces within 60 feet of Arashkah and act as her allies. A vulture disappears when it is reduced to 0 hit points. When Arashkah uses this legendary action, she can't use it again until all vultures summoned by her have disappeared.

Description

Arashkah, also called the Great Weaver, is a towering arachnid that lairs deep in the swamps outside Valley. Her body is covered in hundreds of twitching eggs that emit an octarine glow, and those who have seen her describe what appears to be a vaguely sentient ancient ratfolk woman sprouting from the spider's head at the torso. She has two long, clawed arms, each with four spindly fingers. 

Wherever Arashkah lairs, the barrier between the waking world and the realm of nightmares wears thin. She represents the sensation of night terrors, and those who have escaped her lair know to avoid it at all costs. Unlike other calamities, she displays signs of intelligence, and has even been known to speak to animalfolk who find themselves in her web. Some wonder if this is the fate of those whose weaving became too powerful, doomed to become calamities themselves.

Habitat: Underdark

OptimusPride

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