Large Beast, Neutral Evil
Armor Class 18 (natural armor)
Hit Points 29 (4d10 + 8)
Speed 30 ft., Climb 30 ft.
STR
14 (+2)
DEX
16 (+3)
CON
12 (+1)
INT
2 (-4)
WIS
11 (+0)
CHA
4 (-3)
Skills Deception +11, Stealth +10
Damage Vulnerabilities Acid, Fire, Lightning, Necrotic, Radiant
Damage Immunities Cold, Poison
Condition Immunities Blinded, Deafened, Frightened, Poisoned
Senses Tremorsense 60ft. ( the webs it has spun all around it’s lair extend this range to 130ft), Passive Perception 10
Languages --
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Spider Climb. The spider ancestry allows webspinning horrors to climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Web Sense. While in contact with a web, the webspinning horror knows the exact location of any other creature in contact with the same web.

Web Walker. The webspinning horror  ignores movement restrictions caused by webbing.

Actions

Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralysed and in a hangover like state while poisoned in this way.


Web (Recharge 5–6).
Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, acid, and psychic damage).

Fluid Drain. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage, and the attaches it’s straw like mouthparts into the target. While attached, the webspinning horror  doesn't attack. Instead, at the start of each of it’s turns, the target loses 5 (1d4 + 3) hit points due to loss of vital bodily fluids . The webspinning horror can detach it’s mouthparts by moving 12 feet away from the target. It does so after it drains all hit points of vital fluids from the target or another player attacks it. A creature, including the target, can use its action to detach mouthparts of the webspinning horror from their body.

Dizzying hive chatter. The webspinning horror has the potent ability to magically throw it’s buzzing and clicking noises in multiple directions simultaneously, it uses this to trick and confuse both players and prey alike into thinking that there are multiple webspinning horrors in one tunnel way and it’s safer to go in the other tunnel, when that’s actually where the webspinning horror’s lair is. Players must make a DC 6 or higher Wisdom and intelligence check roll or become fooled by this powerful diabolical trick of vocal deception.

Larval burst (Recharge 4–6 ). After 5 hit points have been loss, 12 dozen young webspinning horrors will explode violently from the parent’s abdomen and will begin to swarm the players and try to kill them by stinging them to death with a overdose of venom. Each newborn webspinning horror has hit points equal to half the parent’s, rounded down. Each newborn  individual webspinning horror is four sizes smaller than their parent.

Description

A Blind nightmarish cross of a spider, a wasp and a assassin bug created by the same sickening elder forces that bred the bawks, webspinning horrors were bred to guard their masters’ hidden cities and act as shock troops of a mini trial run assault on the mortals above. To snare its prey, a webspinning horror first stings it’s prey and then shoots sticky strands of webbing from its abdomen to wrap prey up and once prey is paralysed and cocooned, it’ll stick  its long straw like proboscis into the prey’s chest or neck to drain it of vital bodily  fluids . Webspinning horrors are most commonly found underground urban tunnels, making their lairs on ceilings or in dark, web-filled crevices. Such lairs are often festooned with web cocoons holding past victims.

Previous Versions

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12/2/2019 3:19:25 PM
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12/5/2019 12:30:11 PM
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12/5/2019 3:35:46 PM
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Monster Tags: monstrosity

Habitat: UnderdarkUrban

user-766545106

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