Medium Aberration, Typically Chaotic Evil
AC 18 Natural    Initiative +4 (14)
HP 178 (20d8 + 88)
Speed 45 ft.
Mod Save
STR 20 +5 +5
DEX 18 +4 +8
CON 20 +5 +9
Mod Save
INT 18 +4 +4
WIS 16 +3 +7
CHA 12 +1 +1
Skills Perception +8, Performance +12, Stealth +12
Vulnerabilities Thunder
Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Immunities Acid, Poison; Charmed, Deafened, Frightened, Poisoned
Senses Blindsight 60ft, Darkvision 150ft, Truesight 30ft; Passive Perception 22
Languages None
CR 10 (XP 5,900; PB +4)
Traits

Multi-legged Agility. The Carae'adicus can move on any solid surface, including walls and ceilings, without needing to make ability checks. It can attack while climbing. 

Alert. The Carae'adicus cannot be surprised, and creatures do not gain advantage on attack rolls against it while unseen. 

Regeneration. At the start of each of its turns, the Carae'adicus regains 20 hit points, unless it has been hit with thunder, or lightning since the end of its last turn. It can regenerate from 0 hit points with this ability, but dropping to 0 hit points halts its regeneration for one minute.  

Actions

Multiattack. The Carae'adicus makes four attacks: 2 claw attacks and 2 eye attacks.

Claw Attack. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage. Creatures making concentration saving throws as a result of being hit by the Carae'adicus' claws do so with disadvantage. 

Eye attack. Ranged Weapon Attack: +8 to hit, range 60 ft., one target. Hit:   (2d8) necrotic damage. The target must succeed on a DC 16 Constitution saving throw or be poisoned for 1 minute. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 

Toxic Grasp (recharge 5-6). The Carae'adicus targets up to 8 creatures it can see within 15 feet. The target must succeed on a DC 17 Constitution saving throw or take 36 (8d8) acid damage (half as much on a success) and be poisoned for one minute (not poisoned, on a successful save). The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. As part of this action the Carae'adicus may also force any poisoned creatures within range to make a Strength saving throw, grappling them on a failed save. 

Reactions

Anticipate. When a Carae'adicus the creature can see attacks it with a melee attack, it can use its reaction to impose disadvantage on the attack roll.

Description

The Carae'adicus is a curious spider-like entity standing at roughly 5 feet tall.  However, unlike a spider, a Carae'adicus appears a terrifying jumble of animated moving spiders legs on their own. Instead of a conventional head and torso, it boasts a central convergence of twelve lithe, double-jointed legs. Each leg terminates in a seven-clawed "hands" which can hinge open to reveal a toothless maw, presumably used for feeding or defense.

They have bulbous black nodes at each knee joint, resembling eyes that swivel and squirm with unsettling rapidity. These nodes provide the creature with a keen sense of its surroundings, despite its lack of a traditional sensory apparatus. Its skin is a sickly blackish-green hue, constantly secreting a viscous ooze that suggests a form of natural protection or adaptation.

While largely a mystery to civilisation, and never found in urban environments naturally, Carae'adicus are known to have a deep hatred for other aberrations (except for other Carae'adicus), and will often go out of their way to attempt to wound or kill them should they cross paths. 

Previous Versions

Name Date Modified Views Adds Version Actions
4/25/2025 5:39:51 AM
19
2
1
Coming Soon
Seravorn

Comments

Posts Quoted:
Reply
Clear All Quotes