Greater Nature. The caterwauler does not require air, food, drink or sleep and does not age.
Immutable Form. The caterwauler is immune to any spell or effect that would alter its form.
Legendary Resistance (3/Day). If the caterwauler fails a saving throw, it can choose to succeed instead.
Magic Resistance. The caterwauler has advantage on saving throws against spells and other magical effects.
Magic Weapons. The caterwauler's weapon attacks are magical.
Spider Climb. The caterwauler 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 caterwauler knows the exact location of any other creature in contact with the same web.
Web Walker. The caterwauler ignores movement restrictions caused by webbing.
Weird Spellcasting. The caterwauler is a 17th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The caterwauler has the following wizard spells prepared, which it can cast without requiring any material components:
Cantrips (at will): encode thoughts, mage hand, ray of frost
1st level (4 slots): detect magic, sleep, shield, thunderwave
2nd level (3 slots): detect thoughts, phantasmal force, invisibility, ray of enfeeblement
3rd level (3 slots): dispel magic, counterspell, major image
4th level (3 slots): arcane eye, hallucinatory terrain, control water
5th level (2 slots): modify memory, dream
6th level (1 slot): create undead, wall of ice
7th level (1 slot): finger of death, reverse gravity
8th level (1 slot): feeblemind
9th level (1 slot): time stop
Ichor-fanged Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (3d6 + 6) piercing damage plus 5 (1d10) poison damage, 5 (1d10) necrotic damage and 5 (1d10) cold damage and the target becomes poisoned.
Goldsilver Web (Recharge 5-6). Ranged Weapon Attack: +11 to hit, range 30/60 ft., one target. Hit: The target is restrained by webbing and has vulnerability to all damage types while restrained. 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 15; hp 51; vulnerability to slashing from a vorpal sword; immunity to bludgeoning, poison, and psychic damage).
Fate-weaver's Touch (Recharge 6). Melee Spell Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (6d6) necrotic damage. Then, roll a d6. On a 1 to 3 the target must succeed on a DC 20 Constitution saving throw or be deafened. On a 4 to 5 the target must succeed on a DC 20 Constitution saving throw or be blinded. On a 6 the target must succeed on a DC 20 Constitution saving throw or be paralyzed. The target repeats the saving throw at the end of each of its turns, ending the effect after three successful saves. If the target fails three of these saving throws, the effect instead becomes permanent, and can only be removed by a greater restoration or wish spell.
The caterwauler 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 caterwauler regains spent legendary actions at the start of its turn.
Cantrip. The caterwauler casts a cantrip.
Move or Ichor-fanged Bite Attack (Costs 2 Actions). The caterwauler moves up to its speed without provoking opportunity attacks or it makes an ichor-fanged bite attack.
Cacophonous Caterwauling (Costs 3 Actions). The caterwauler stretches out its long bloated body high into the air, swaying and undulating rhythmically as it lets out an ear piercing shriek that causes panic in all who hear it. Each creature within 60 feet of the caterwauler must succeed on a DC 20 Constitution saving throw or become frightened and deafened for 1 hour. The target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the effect for the next 24 hours.
Description
The Caterwauler is a horrific amalgamation of a massive, swollen caterpillar and a giant spider. Their faces look like human skulls with three eyes, their mouths filled with sharp teeth and their jaws opening both horizontally and vertically. They have skinny silver human arms at the front of their bodies, which end in spindly gold nailed fingers, and they have bands of silver going down their long golden legs. They come from the Primal Sea, but unlike most of the other Primals which formed within the Primal Realms, they traveled to the Twilight Realms in an early age, and have been a permanent presence there ever since. Unfortunately for the Twilight Realm's many inhabitants, Caterwaulers abhor all forms of life, including their own kind, making encounters with one extremely dangerous. Paradoxically, however, is the fact that Caterwaulers are in constant, desperate need for more knowledge, going so far as to invade the dreams of other creatures to satiate their need for discussion and discourse. They use these dreams to intrigue and lure the individuals to their lair, where they either take a greater interest in their intellectual exchange or grow bored of them, leaving them victim to the creatures repugnant whims and foul appetite. Caterwaulers reproduce asexually, creating one, large, goldsilver egg every millennia, which hatches after some time into a fully developed, fully aware Caterwauler. Naturally, the parent and child despise one another, and will either fight to the death over control of the lair, or reach some form of agreement, often with the newborn Caterwauler leaving to create its own lair in exchange for some crucial piece of knowledge the parent has. Referring to themselves as Fate-weavers, Caterwaulers get their more commonly used name from the abhorrent sounds they create when threatened or disturbed; a mixture between a human's screaming and a cat's yowling. Anyone hearing the horrid cries of a Caterwauler become deathly afraid of it, even the most stalwart heroes have turned tail and fled upon hearing its mournful cry. Their one weakness are those blades which have been forged to have the sharpest cutting edge possible, said to be capable of severing through even the strands of fate itself.
Lair and Lair Actions
A Caterwauler’s Lair
In a long, sprawling cave, a tight, dense cluster of trees or some deep, dark crevasse, hidden away, the caterwauler creeps about, scheming and plotting its unknowable machinations, as it anxiously toils away acquiring more knowledge and information about the world and its inhabitants that surround it.
Everything about a caterwauler’s lair reflects its warped mind and alien cunning; the magical goldsilver webs, the strange mutant beasts and undead, and the many valuable trinkets that it has... collected, littered about. The paranoid monster oft decorates its profane home with the rewards of its slaughter, ever keen to find a new ornament to adorn its silken abode.
Lair Actions
On initiative count 20 (losing initiative ties), the caterwauler can take a lair action to cause one of the following magical effects; the caterwauler can’t use the same effect two rounds in a row:
- The caterwauler rolls a d6 and regains a spell slot of that level or lower. If it has no spent spell slots of that level or lower, nothing happens.
- The caterwauler teleports itself up to 60 feet away to an unoccupied space it can see within its lair.
- The caterwauler calls out to one of the various eldritch monstrosities it reluctantly shares its lair with. The caterwauler rolls a d6 . On a 1 to 3, a giant spider appears in an unoccupied space within 30 feet of the caterwauler. On a 4 to 5, an ettercap appears in an unnoccupied space within 60 feet of the caterwauler. On a 6, a phase spider appears in an unoccupied space within 120 feet of the caterwauler.
Regional Effects
The region containing a caterwauler's lair is warped by the creature’s magic, which creates one or more of the following effects:
- Goldsilver webs and iridescent silks appear over many surfaces within 3 miles of the lair.
- Spiders, caterpillars, and other similar creatures begin growing to unnatural sizes and become unusually aggressive within 6 miles of the lair.
- A strange temporal malaise falls over the region where a caterwauler's lair is located. Every other creature within 9 miles of the lair makes any ability checks with disadvantage.
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