Small Construct, Chaotic Neutral
Armor Class 15 Natural Armor
Hit Points 30 (6d8)
Speed 35 ft., Climb 20 ft.
STR
12 (+1)
DEX
15 (+2)
CON
12 (+1)
INT
5 (-3)
WIS
5 (-3)
CHA
1 (-5)
Damage Vulnerabilities Cold
Damage Resistances Fire
Condition Immunities Blinded, Deafened
Senses Blindsight 30 ft, Passive Perception 13
Languages Common
Challenge 1 (200 XP)
Proficiency Bonus +2
Actions

Shrieking Kettle. As an action, the Arachnipot can use it's steam to produce a deafening whistle. Player(s) must succeed a CON save (12), or be deafened for 1 min. Takes one round to recharge.

Scald. Melee Attack: +3 to hit, reach 5 ft., 1 target. Hit: 4 (3d4 + 2) fire damage. The Arachnipot pours scalding hot tea onto its victim.  

Vine attack. Melee weapon attack. +3 to hit, reach 10ft, 1 target. Hit 5 (1d6+2) bludgeoning damage. The vine will whip out of the spout to hit victims.

Steamy breath.  Ranged Breath Attack: Range 10 ft. cone Hit: 5 (2d4 + 1) fire damage on a failed DEX save (11), half as much for a successful save. Takes one round to recharge.

Reactions

Grasping Vine. A vine shoots out of the spout in attempt to grapple fleeing prey. Can use this reaction 3x per day. DEX save (14) to avoided being grappled.

Description

The Arachnipot is the result of failed magic that has become sentient. A young wizard was trying to make a magical brew to enhance his intelligence, but the spider he added in fused with his kettle. The kettle pulled in the young wizard trying to finish the unstable brew. It now hunts for ingredients to brew. The tea like substance boils and dissolves creatures and plant material that the Arachnipot collects. If a creature is too large to put into the Arachnipot, it will dismember the creature until it is small enough to fit.

Habitat: Urban

Isly

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