Large Beast, Chaotic Evil
Armor Class 14 Natural armour
Hit Points 40 (1d8)
Speed 25 ft., climb 40 ft. Can only use this if it used charged jump
STR
20 (+5)
DEX
17 (+3)
CON
18 (+4)
INT
6 (-2)
WIS
8 (-1)
CHA
6 (-2)
Senses Darkvision 60ft, Passive Perception 14
Languages None.
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Arachnid legs. Can walk over medium, small or tiny creatures.

Implant legs. Can walk on walls and ceilings only if it got there by using charged jump

 

 

Actions

Charged jump. Gets X2 jump height for the turn.

Bite. Melee Weapon Attack:+2 to hit, reach 5 ft., 1 target. Hit: 5 1d10+3 Slashing damage. 

Poison spit. RangedWeapon Attack:+2 to hit, range 25/50 ft.,1 target. Hit: 5 1d12 Poison damage.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

spider-like, with long legs that bend over its body, stone texture and glowing firey eyes.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Alanacutsent

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