Legendary Resistance (2/day). If the Taratect fails a saving throw, it can choose to succeed instead
Spider Climb. The Arch Taratect 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 Arch Taratect knows the exact location of any other creature in contact with the same web.
Web Walker. The Arch Taratect ignores movement restrictions caused by webbing.
Poison Attack. The Arch Taratect infuses its melee attacks with Poison, causing them to deal an extra 6d8 poison damage(included in the attacks)
Multiattack. The Arch Taratect makes Three attacks, one with it's poison fangs, and two with its claws
Poison Fangs. Melee Weapon Attack: +13 to hit, reach 5 ft., one creature. Hit: 18 (2d10 + 7) piercing damage, and the target must make a DC 19 Constitution saving throw, taking 27 (6d8) poison damage and being poisoned for one minute on a failed save, or half as much damage on a successful one. The creature can repeat the saving throw at the end of its turns
Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one creature. Hit: 17 (3d6 + 7) piercing damage, and the target must make a DC 18 Constitution saving throw, taking 27 (6d8) poison damage on a failed save, or half as much damage on a successful one.
Cutting Thread. Melee Weapon Attack: +13 to hit, reach 20 ft., one creature. Hit: 34 (5d10 + 7) slashing damage, and the target must make a DC 18 Constitution saving throw, taking 27 (6d8) poison damage on a failed save, or half as much damage on a successful one.
Poison Shots. Ranged Spell Attack: +5 to hit, range 120 ft., two targets. Hit: 22 (3d10 + 6) poison damage.
Web (Recharge 5–6). Ranged Weapon Attack: +13 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 20 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 18; hp 80; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage). The target must also make a DC 18 Constitution saving throw at the start of each of its turns while restrained this way, taking 27 (6d8) poison damage on a failed save, or half as much damage on a successful one.
Poison Synthesis. The Arch Taratect can choose to generate deadly poison in a spot it can see within 60 feet. Anything within a 20-foot radius of that point must make a DC 18 constitution saving throw, being paralyzed for 3 turns and taking 64 (8d10 + 20) poison damage on a failed save, or half as much damage on a successful one.
Description
The penultimate form of the taratect line of monsters, this armoured white behemoth can easily defeat all but the strongest dragons, and their mere presence sends nearby cities into a constant state of fear. None but the strongest or most foolhardy adventurers dare to even challenge this beast, and few of those who do live to tell about it. Those who do end up victorious however, are forever remembered as heroes
Comments