Huge Fiend, Chaotic Evil
Armor Class 20 Natural
Hit Points 150 (15d10)
Speed 100 ft., Walk 60 ft.
STR
18 (+4)
DEX
15 (+2)
CON
17 (+3)
INT
12 (+1)
WIS
17 (+3)
CHA
7 (-2)
Damage Immunities Acid, Poison
Condition Immunities Blinded, Charmed, Deafened, Grappled
Senses Blindsight, Darkvision, Passive Perception 18
Languages --
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Mother. Every 2 turns Arachsiam will lay a spider eg sack wich takes 3 turns to hatch. It will then summon a giant wolf spider apon hatching.

 

Actions

Multi attack. Arachsiam makes 4 attacks 1 rush, 1 poison mist, and 2 Web attacks in any order

Rush. Melee Weapon Attack: +7 to hit, reach 5-30 ft., line rush. Hit: 50 (5d10 + 5) [slashing] damage. 

Webs. RangedWeapon Attack: +5 to hit, range 10/120 ft., 1 target. Hit: 25 (4d4 + 4) bludeoning damage. Anything hit makes a strength saving throw dc 15, on a failed save, the hit creature is grappled and can't move for 3 turns.

poison mistArachsiam creates a dome of poison mist with a radius of 25 ft. Anything in the mist makes a constitution saving throw dc 17. On a failed attempt the being(s) is poisoned for 30 minutes with 6d4 poison damage. But on a successful attempt, the being(s) are poisoned for half as long and take 3d4 poison damage

Bonus Actions

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

Reactions

Flinch. Roll a d20 but if you roll higher than what the attacker did, then you evade the attack

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

Almost a dryder but with undead female human features. It has pustules on its abdomen wich are  the eggs it lays and can regrow in seconds

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.

Wyvernking01

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