Large unknown
Armor Class 17 natural armour
Hit Points 113 (15d10 + 30)
Speed 40 ft., climb 40 ft.
STR
18 (+4)
DEX
14 (+2)
CON
15 (+2)
INT
10 (+0)
WIS
12 (+1)
CHA
21 (+5)
Saving Throws DEX +5, CON +5
Damage Immunities Acid
Senses Darkvision 30 ft, Tremorsense The Jorogumo's tremorsense covers the area of its web, no matter where the Jorogumo is. , Passive Perception 11
Languages Common, Deep Speech
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Acidic blood: whenever the Jorogumo takes piercing or slashing damage, all creatures within 5 ft of the Jorogumo takes 1d8 (4.5) acid damage. 

Actions

Multiattack. The Jorogumo makes a bite attack and a leg slam attack  it can choose to replace one of either with acid spit and / or entangling threads.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) poison damage, and the target must make a DC 10 constitution saving throw. on a fail, they gain the paralysed condition. The target can repeat this saving throw on the start of each of their turns. 

Leg slam. Melee weapon attack: +4 to hit, reach 10 ft., one target. hit: 8 (1d8 + 4) bludgeoning damage, and the target is pushed 10 ft away. 

Acid spit (recharge 4-6). Ranged Weapon Attack: +2 to hit, multiple targets. Dexterity saving throw: DC 14, each creature in a 60 ft long, 5 ft wide line. Failure: 35 (10d6) acid damage and the blinded condition. Success: half damage and no condition. 

Entangling threads. the Jorogumo sends out a flurry of twisting threads that latch on to any object or creature of the Jorogumo's choice within 90 ft of it. if the target is a creature, it must make a DC 20 dexterity check. On a fail, it is grappled and restrained, its movement speed is halved, and it is pulled 30 ft towards the Jorogumo. if the target is an object, if it is able to be moved 30 ft towards the Jorogumo,  then it is pulled 30 ft towards it. If it is able to be pulled towards the Jorogumo, just not 30 ft, it is pulled as far as it can be, and then the Jorogumo can choose whether or not to be pulled 30 ft minus the distance the object was pulled. If the object is fixed in place, the Jorogumo can choose to be pulled 30 ft towards the object. in any of the above examples, the Jorogumo can choose to reduce the distance stated to any wanted amount. 

Reactions

 

 

Legendary Actions

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Mythic Actions

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Lair and Lair Actions

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Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

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Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

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If the [monster name] dies, these effects fade over the course of #d# days.

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