Large Beast, Neutral
AC 18 Natural Armor    Initiative +5 (15)
HP 140 (12d12 + 60)
Speed 40 ft., climb 40 ft.
Mod Save
STR 16 +3 +3
DEX 20 +5 +9
CON 16 +3 +7
Mod Save
INT 12 +1 +1
WIS 14 +2 +6
CHA 10 +0 +0
Skills Insight +5, Perception +7, Stealth +10
Resistances Necrotic, Poison, Psychic
Immunities Charmed, Poisoned
Senses Darkvision 120, Tremorsense 60, Passive Perception 17
Languages Deep Speech Telepathically, Sylvan Telepathically
CR 11 (XP 7,200; PB +4)
Traits

Unbreakable Bond (Kaelarion Exclusive, 1/Long Rest)

The bond between Kaelarion and Xel’Rith reaches its peak. As an action, Kaelarion may instantly summon Xel’Rith within 30 feet, even if they are on separate planes. This ability can only be used once per long rest.

Master of the Swarm (Bonded Ability with Kaelarion)

Xel'Rith’s webbing does not hinder Kaelarion or his swarm, allowing them to pass through its lair unimpeded. Additionally, if Kaelarion is within 30 feet of Xel’Rith, it may use its reaction to take half of Kaelarion’s damage, representing their deepening bond and shared survival instincts.

Lingering Dread (Passive Effect)(Lvl 14)

Xel’Rith’s presence alone instills deep unease. All hostile creatures within 30 feet suffer disadvantage on saving throws against fear-based effects, including those caused by Kaelarion or his allies.

Ebon Carapace (Passive Effect)(Lvl 16)

Xel’Rith’s chitin hardens, making it more resistant to physical attacks. It gains resistance to non-magical bludgeoning, piercing, and slashing damage.

 

 

Actions

Multiattack

Xel'Rith makes two attacks per turn: one with its Bite and one with Web Entrapment.

Bite (Melee Weapon Attack: +8 to hit, 2d8 Piercing, reach 5 ft., one target.)

Xel'Rith’s fangs sink into its prey with supernatural force. The venom coursing through its bite is a paralytic agent that weakens and sickens foes, forcing them to make a DC 15 Constitution saving throw or suffer 21 (6d6) poison damage and the poisoned condition for 1 minute. The target may repeat the saving throw at the end of each of its turns to end the effect early.

Web Entrapment (Ranged Weapon Attack: +7 to hit, range 60 ft., one target.)

Xel’Rith instinctively detects vulnerable targets and spits forth a thick, abyssal webbing that binds its foes in place. Any creature hit by this attack must succeed on a DC 14 Strength check to break free or remain Restrained until they succeed. The webbing can be destroyed if attacked, requiring an AC 10 hit and 15 HP of damage.

Venomous Storm (Action, 1/Short Rest, Lvl 13)

Xel’Rith expels a chaotic burst of venom-laced webbing in a 20-foot radius centered on itself. All creatures in the area must make a DC 15 Constitution saving throw, taking 6d6 poison damage on a failure, or half as much on a success. Additionally, creatures that fail the save are restrained by the toxic webbing until they succeed on a DC 14 Strength check to break free. This ability can be used once per short rest.

Webbed Pathway (Action, 1/Short Rest, Lvl 12)

Xel’Rith can use its powerful webbing to construct a temporary bridge or pathway, allowing allies to traverse gaps, ravines, or hazardous terrain. The web structure takes 5 minute per 10 feet to construct and can support up to 2000 lbs at a time. The bridge remains for 1 hour unless destroyed by fire or force. This ability can be used once per short rest.

Bonus Actions

Skittering Frenzy (Bonus Action, Recharge 5-6)(Lvl 15)

Xel’Rith enters a sudden burst of movement, scuttling unpredictably. As a bonus action, it may move up to 40 feet, ignoring difficult terrain and not provoking opportunity attacks. This ability recharges on a roll of 6 at the start of Xel’Rith’s turn.

Weaver's Leap (Bonus Action, 1/Short Rest)

Xel’Rith propels itself forward using its powerful limbs and webbing. As a bonus action, it may leap up to 60 feet, landing safely on walls, ceilings, or other solid surfaces without making an ability check. This ability can be used once per short rest.

Shadow Step (Lvl 18)

Xel'Rith's essence is partially attuned to the darkness itself, allowing it to phase through the dimmest spaces in an instant. As a bonus action, it can teleport up to 60 feet into an unoccupied space that is within dim light or darkness. If it uses this ability, its next attack before the end of its turn is made with advantage, as it takes its prey by surprise.

Lair Expansion (Passive Effect)(Lvl 19)

Xel’Rith’s domain is no longer confined to Black Maw Cavern. Over time, smaller lairs of shadow webbing appear within a 250 ft radius, granting Xel’Rith greater reach. These areas function as extensions of its lair, providing access to lair actions within them.

Final Ascension: Shadow Weaver’s Dominion (Lair Action Expansion)(Lvl 20)

Xel’Rith has fully transcended beyond a simple creature of darkness. Its influence follows Kaelarion, allowing it to manifest lair actions anywhere Kaelarion is present. This means that Webbed Terrain, Hunting Shadows, and Swarm Convergence can now be used outside of Black Maw Cavern as long as Xel’Rith is within 100 feet of Kaelarion.

 

Reactions

Venomous Rebuke 

Whenever a creature makes a melee attack against Xel’Rith and successfully lands a hit, Xel’Rith retaliates by releasing venomous tendrils from its carapace. The attacker must make a DC 15 Constitution saving throw or take 3d6 poison damage as the venom burns into their flesh.

Legendary Actions

Molting Escape (Once per Long Rest)

Rather than succumbing to death, Xel’Rith instinctively initiates a rapid molting process. As a reaction, when it reaches 0 HP, it sheds its damaged exoskeleton and emerges in a weakened state. It immediately regains half of its maximum hit points but suffers disadvantage on all attack rolls and ability checks for 1 minute as its new exoskeleton hardens. Once this ability is used, it cannot be used again until Xel'Rith completes a long rest.

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

Xel'Rith is an immense, chitinous nightmare that stalks the darkness with unsettling grace. Its body is covered in a sleek, black exoskeleton that shimmers faintly with deep violet hues when exposed to dim light. Its eight legs are long, segmented, and tipped with razor-sharp barbs, allowing it to cling to sheer surfaces and maneuver through the shadows effortlessly.

The creature’s head is adorned with a crown of eerie, golden-glowing eyes, each pulsing with an unnatural intelligence. From its fanged maw, thick strands of abyssal webbing drip like molten silk, carrying a subtle, otherworldly sheen that hints at its magical nature. Its movements are disturbingly silent, a trait that has earned it the title Shadow Weaver among those who have barely escaped its grasp.

Despite its terrifying appearance, Xel'Rith carries itself with an almost regal presence, its posture poised and calculated as if observing its surroundings with an unspoken awareness. Those attuned to the arcane might sense a shifting aura around it, as if its very essence exists on the thin boundary between this world and the void.

Lair and Lair Actions

Black Maw Cavern

In the heart of the cavern lies Xel’Rith’s Lair, a sprawling nest woven from impossibly strong webbing that suspends itself over an abyssal chasm. The webbed structure pulsates with an eerie glow, forming a labyrinth of shifting pathways where lesser creatures of the swarm lurk, waiting to serve their master’s will. Only those with true cunning or absolute fearlessness can traverse the lair without becoming ensnared in its inescapable grasp.

The deeper one ventures into Black Maw Cavern, the more oppressive the presence of Xel’Rith becomes—his influence seeping into the very walls, making it seem as if the shadows themselves whisper in warning. Legends speak of the cavern as a place where light is devoured and only those worthy of the Shadow Weaver’s gaze may leave unchanged.

Lair Actions

Lair Actions (Initiative Count 20, Losing Ties)

  • Webbed Terrain (Short: Creates difficult terrain) – Xel'Rith’s influence over its lair causes thick webbing to expand, making the cavern floor difficult terrain for all creatures except itself and Kaelarion for 1 minute.

  • Hunting Shadows (Short: Darkens the battlefield to weaken enemies) – The lair flickers with unnatural darkness, shrouding the battlefield in dim light. Any attack relying on sight is made with disadvantage against Xel’Rith for 1 minute.

  • Swarm Convergence (Short: Summons lesser spiders to attack enemies) – A wave of smaller spiders bursts forth from unseen crevices, forcing creatures in a 10-foot radius to make a DC 14 Dexterity saving throw or take 2d8 poison damage.

DrShambles

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