Large Fiend (Demon), Chaotic Evil
Armor Class 18 Natural Armor
Hit Points 283 (25d12 + 120)
Speed 50 ft., climb 50 ft., burrow 10 ft.
STR
16 (+3)
DEX
24 (+7)
CON
20 (+5)
INT
12 (+1)
WIS
22 (+6)
CHA
10 (+0)
Saving Throws DEX +14, CON +12
Skills Stealth +14
Damage Resistances Piercing and Slashing from nonmagical attacks
Damage Immunities Acid, Poison
Condition Immunities Charmed, Frightened, Paralyzed, Poisoned
Senses Darkvision 120 Ft., Tremorsense 60 Ft., Passive Perception 22
Languages Abyssal
Challenge 21 (33,000 XP)
Proficiency Bonus +7
Traits

Desperation. When the Abyssal Weaver falls below half of its total hit points, it gains its maw opens allowing it to make the maw attack action, as well as do one claw attack as a bonus action.

Nimble. The creature is unaffected by non-magical difficult terrain.

Spellcasting. The Abyssal Weaver is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). The [monster name] has following [class name] spells prepared:
1st level (3 slots): [snare](can use webs as component for spell), [Fog Cloud]

2nd level (3 slots): [Invisibility], [Web]

3rd level (2 slots): [darkness], [nondetection], [slow]

4th level (1 slots): [dimension door]

5th level (1 slots): [insect plague]

Actions

Multiattack. The Abyssal Weaver can make 2 claw attacks and 1 mandible attack. When below 50% health, it can replace its mandible attack with a maw attack.

Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., 1 target. Hit: 25 (2d10 + 14) [slashing] damage.

Mandible. Melee Weapon Attack: +14 to hit, reach 5 ft., 1 target. Hit: 34 (2d8 + 14) [piercing] damage plus #(3d6) [acid] damage.

Maw (Half health and below only). Melee Weapon Attack: +14 to hit, reach 5 ft., 1 target. Hit: 36(4d10 + 14) [piercing] damage plus 11(3d6) acid damage and the creature is grappled (escape DC 18). A creature grappled in this way will suffer 11(2d10) [piercing] damage plus 11(3d6) [acid] damage at the start of each of the abyssal weaver's turn. Only one creature can be grappled in this way at a time.

 Sapping Spit (Recharge 5-6). Ranged Weapon Attack: +14 to hit, range 60/120 ft., 1 target. Hit: # (3d6 + 14) [acid] damage, and the target must succeed a DC 18 CON saving throw or be paralyzed for 1 minute. The saving throw can be repeated at the end of each of their turns.

Bonus Actions

Claw (Half health or lower only). Melee Weapon Attack: +14 to hit, reach 5 ft., 1 target. Hit: # (2d10 + 14) [slashing] damage.

Legendary Actions

The Abyssal Weaver has 3 legendary actions per round.

Claw (1 Legendary Action). Melee Weapon Attack: +14 to hit, reach 5 ft., 1 target. Hit: # (2d10 + 14) [slashing] damage.

Mandible (2 Legendary Actions). Melee Weapon Attack: +14 to hit, reach 5 ft., 1 target. Hit: # (2d8 + 14) [piercing] damage plus #(3d6) [acid] damage.

Mythic Actions

Mythic Action Name. 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

The Abyssal Weaver is a large humanoid spider hybrid that has crawled free from the bowels of the abyss. This grayish skinned horror prefers to ambush its prey. It tears through the flesh and bone of its victims with its large claw and mandibles. It spews forth a spray of acid to melt the flesh of victims while still alive, it's multiple faces cackling at the screams it causes them to make. Sometimes it has been known to cocoon its prey to drag back to its lair for later meals, slobbering over its wrapped victims before biting in or consuming whole. Abyssal Weavers tend to be solitary hunters, but have been known to command lesser demons to funnel pray into their hunting grounds.

 

(Credit to MalkaraDarkwel for the description).

Lair and Lair Actions

The Abyssal Weaver will make a large burrow with multiple entrances with barely perceivable webs extending out into its hunting grounds. This burrow will be littered with melted and digested meats of any living creature the monster could catch, as well as stockpiling the treasures of the people it consumes. It is also common to find living or recently dead prey wrapped in webbing around the burrow.

Lair Actions

On initiative count 20 (losing initiative ties), the Abyssal Weaver 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:

  • The creature's webs reach out to grasp any creature inside the burrow of its choice. Any creature inside the burrow must make a DC 18 Dexterity saving throw or have their speed reduced to 0 and become grappled. At the end of each of their turns, any grappled creature or creature within 5 ft. can make a DC 16 strength check to break them out of the grapple. A creature that is grappled in this way for 3 rounds becomes enveloped by the webs at the end of their 3rd turn, and become restrained, blinded, deafened until another creature takes their action to make a DC 18 strength check or causes 25 damage to the cocoon to break free. The webs are vulnerable to fire damage.
  • A swarm of fleshy insects emerge from the webbing, lashing out at any living thing in range. Each creature within the burrow must succeed a DC 18 Constitution saving throw or take #(2d6) [piercing] damage or half as much on a successful save.

Regional Effects

The region containing a legendary Abyssal Weaver’s lair is carefully lined with barely perceivable webs, which creates one or more of the following effects:

  • If any small or larger creature touches any of the webs, the CREATURE NAME will know the location of the creature while it is in contact with the web so long as it is also in contact with one of its webs.

If the [monster name] dies, these effects fade over the course of 2d4 days.

Habitat: Hill

GavioGreen

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