AC
16
Natural Armor
Initiative
+5 (15)
HP
102
(12d12 + 24)
Speed
30 ft., Climb 30 ft.
| Mod | Save | ||
|---|---|---|---|
| STR | 17 | +3 | +3 |
| DEX | 20 | +5 | +5 |
| CON | 15 | +2 | +2 |
| Mod | Save | ||
|---|---|---|---|
| INT | 5 | −3 | −3 |
| WIS | 14 | +2 | +2 |
| CHA | 7 | −2 | −2 |
Skills
Perception +5, Stealth +8
Senses
Darkvision 60 ft.; Passive Perception 14
Languages
None
CR
4 (XP 1,100; PB +2)
Traits
Spine Cloud. When a creature ends its turn within 20 feet of the Cactarantula or enters that area for the first time on a turn, it must make a DC 13 Constitution saving throw or take 1d4 piercing damage, taking half on a success.
Actions
Multiattack. The Cactarantula makes 3 spike shot attacks.
Spike Shot. Ranged Weapon Attack: +7 to hit, range 80/320 ft., 1 target. Hit: 7 (1d4 + 5) piercing damage.
Description
Originating from Thunder Junction, a version of the material plane completely comprised of desert, a cactarantula is a massive cactus tarantula that uses its barbs to catch flying prey, and like its nonmagical counterparts, its barbs can break off easily, creating a cloud around it to damage closer creatures.
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