| Mod | Save | ||
|---|---|---|---|
| STR | 19 | +4 | +4 |
| DEX | 22 | +6 | +11 |
| CON | 21 | +5 | +10 |
| Mod | Save | ||
|---|---|---|---|
| INT | 5 | −3 | −3 |
| WIS | 12 | +1 | +6 |
| CHA | 15 | +2 | +2 |
Legendary Resistance (3/Day, or 4/Day in Lair). If Araxxor fails a saving throw, it can choose to succeed instead.
Spider Climb. Araxxor can climb difficult surfaces, including along ceilings, without needing to make an ability check.
Web Walker. The spider ignores movement restrictions caused by webs, and it knows the location of any other creature in contact with the same web.
Colossal Arachnid. Creatures of size Large or smaller can move through Araxxor's space freely. Araxxor has advantage on attacks against a creature that has ended its turn within its space, any attack that hits is a critical hit.
Phased Colossus. Araxxor has four phases.
Upon taking a total of 200 damage, any excess damage is ignored, Araxxor advances to the next phase, heals to full health and cannot take damage until the next stage has been entered. See Araxxor's Lair actions.
Multiattack: Araxxor can make two attacks in any combination of Forelimb Smash, Acid Spit, or Silk Ball.
Forelimb Smash. Melee Attack Roll: +8, reach 10 ft. Hit: 30 (4d12+4) Piercing damage.
Acid Spit. Ranged Spell Attack: +8, range 120 ft. Hit: 17 (2d12+4) Acid damage, and the target's movement speed is reduced by 10ft until end of target's next turn. A creature's movement speed cannot be reduced by more than 10ft this way.
Silk Ball: Ranged Weapon Attack: +8, range 180 ft. Hit: 17 (2d12+4) Poison damage, and the target must make a DC20 Constitution saving throw or be Poisoned for 1 minute, repeating the save at end of their turns.
Web Shield (Recharge 5-6). Until the start of Araxxor's next turn, all damage dealt to Araxxor is instead dealt to the attacker, and Araxxor heals for half the damage dealt. While under the Web Shield, Araxxor is incapacitated and it's speed is reduced to zero.
Arachnid command. Araxxor commands one spider within range to attack another target creature, requiring no action or save for the spider.
Devour. Araxxor consumes the corpse of one creature within 10 ft. that has died within 1 minute. Araxxor heals a number of hitpoints equal to twice the creature's Constitution score. The body of the consumed creature is destroyed and cannot be restored by any means short of True Resurrection or a Wish spell.
Legendary Action Uses: 1. Immediately after another creature's turn , Araxxor can expend a use to take one of the following actions. Araxxor regains all expended uses at the start of each its turns.
Cocoon. Araxxor sends several small spiders to rush at a target creature within 30 feet. The target is wrapped in a thick sticky web and cannot take any actions except the dash action. While incapacitated this way, the target cannot move, but can spend movement to attempt to free itself. Once 60 feet of movement has been spent, the webs collapse and the condition ends.
Another creature can use an action to make a DC 15 Athletics check to remove the webs, ending the condition on a success.
Araxxor cannot take this action again until it has used a different legendary action.
Cleave. Dexterity Saving Throw: DC 17, One target within 15 feet, and each creature within 10 feet of that target that is also within 15 feet of Araxxor. Failure: 21 (6d6) Slashing damage and is knocked prone. Success: Half damage and moved back 15 feet.
Araxxor cannot take this action again until it has used a different legendary action.
Multi-attack. Araxxor takes the Multiattack action.
Description
AAAHHHH BIG SPIDER~!!
Lair and Lair Actions
The Araxtye Hive is a large cavern buried deep below an old abandoned graveyard near the coast. Cocooned desiccated corpses strewn about the entrance give a warning to all those who dare enter the hive, as they might very well share a similar fate.
Araxxor's lair is split into four stages:
In the first stage, Araxxor only has access to the Web Shield Recharge Lair Action. This area is simply a large open chamber with three large passageways leading deeper into the caverns, two are blocked with large flammable webbing, the third is blocked off with a large rock wall. Roll 1d3 upon entering the lair to determine which stage is blocked off.
The flammable webbing, once ignited, takes 6 rounds to completely burn away. Once lit, Araxxor reinforces the second web, making it indestructible for an hour.
The second stage is split into three paths:
- The Northern Path is a direct corridor through to the third stage, the edges of the pathway are lined with large spider eggs. Should a player enter the third stage before advancing Araxxor to phase three, Araxxor will immediately advance to stage three. While within the Northern Path, Araxxor has access to the Minions, Egg Bomb, and Web Shield Recharge Lair Actions.
- The Middle Path consists of a shallow pool of acid, which by itself is harmless to players, with a large sloped rock wall at the far end. This pool is currently blocked off by an impenetrable rock wall as the mechanics have not yet been written.
- The Southern Path is a filled with a supernatural darkness that cannot be illuminated. The edges are covered in thick walls web covered rock. At the far of the pathway, a large rock wall with 100hp blocks further progress. Only Araxxor can damage this wall. When a player enters this pathway, Araxxor ascends into the darkness above. Araxxor cannot be seen, targeted or affected in any way, nor can Araxxor take any action other than lair actions until entering phase three. A bright light shines down from the ceiling in a 10ft radius cylinder illuminating the ground. Any creature that ends their turn within the darkness takes 10d4 piercing damage as they are bitten by dozens of unseen spiders skittering in the darkness. A creature standing within this light can see the rest of the pathway as if it were in bright light.
While within the Southern Path, Araxxor has access to the Egg Bomb and Darkness Spotlight Lair Actions.
Once Araxxor has destroyed the wall at the end of the path, Araxxor advances to phase three, and the pathway to stage 3 is opened.
Third stage is large open platform which each path in the second stage leads to. Araxxor has access to all previous Lair actions, as well as the lair action of the pathway that was not chosen in stage one.
Upon advancing to phase four, Araxxor climbs off the platform from stage three onto a lower platform, collapsing stage three platform in the process. All creatures within stage three are moved onto the platform in stage four, as a larger more vicious spider, Araxxi, drops from the ceiling, crushing Araxxor to death. Phase four/stage four is a battle with a new creature who has access to all of the same attacks and abilities as Araxxor, with an AC of 15. If the Minions Lair action is taken, Mirrorback spiders cannot be summoned.
Once Araxxi is bloodied, she no longer uses Lair actions or special attacks, and instead can make five attacks with her multi-attack.
Lair Actions:
(Path 1) Minions. Araxxor summons five Spider Minions, then roll a D6. On a roll of a 5, one of the spiders is replaced with a Pulsating Spider, on a roll of a 6, one of the spiders is replaced with a Mirroback Spider. If Phase 2 is chosen, a total of 20 spiders can be summoned this way per day. If Araxxor is progressed on to phase three before all 20 spiders have been summoned, all remaining spiders are spawned at once. Once all 20 spiders have been killed, Araxxor progresses to phase three.
(Path 2) Acid Absorption. This path has not yet been written and thus cannot be chosen.
(Path 3) Darkness Spotlight. The path is shrouded in magical darkness that cannot be illuminated. A bright light shines down from the ceiling in a 10ft radius cylinder illuminating the ground. Any creature that ends their turn outside of this light takes 10d4 piercing damage. A creature standing within this light can see the rest of the pathway as if it were in bright light.
The second time this lair action is activated, Araxxor descends from above as the darkness is lifted, and charges from one end of the pathway to the other. Each creature within the path must pass a DC10 Dexterity saving throw or take 5d10 slashing damage on a failed save. For each creature that passes the save, Araxxor deals 5d10 damage to the wall at the far end of the pathway.
Egg Bomb. A sac of three eggs drops from the ceiling, landing within 5 feet of each other. Araxxor launches a slow moving ball of flame at a creature within 60 feet. At the end of the target's next turn, the ball of flame hits the target and detonates in a large fiery blast that goes around corners. Each creature within 20 feet of the target takes 60 fire damage.
This damage is reduced by 20 for each egg sac within the area. Whether or not the eggs are within range, the eggs disintegrate after the detonation.
Araxxor cannot take this action again until it has used a different Lair action.
Web Shield Recharge. Araxxor Recharges its Web Shield action.
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