Vex Tech: King Desmond modified his beloved pet with some help from his Vex subjects on Nessus. Whenever Arach is near Vex allies in battle, he has advantage on attack and damage rolls, and non-energy damage deals an extra 1d6 + 2 damage of the chosen type. He also counts as a Construct and a Beast.
Born From a Wish: King Desmond's part of this wish to conjure Arach was to make him invincible. He is immune to all detrimental conditions; cannot suffer damage; cannot be knocked unconcious; is immune to curses; all objects he is carrying cannot be damaged or broken; and he cannot be destroyed by a Wish spell, but can have is powers taken away, turning him into a regular Giant Lizard with regular stats, and no Radiant Outlash ability. The only true way to kill him is to revert him to his Giant Lizard form with a wish spell or similar magic, and then slaying him like that. His Challenge Rating is still 8.
Draft Beast: Arach can carry literally anything with ease, as long as it's dimensions fit inside a 12x12 area.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Vex Laser. Ranged Weapon Attack: +4 to hit, range 10/100 ft. Hit: 10 (2d6 + 2) force and 10 (2d6 + 2) fire damage
Radiant Outlash. Melee Weapon Attack: +4 to hit, reach 10 ft. Hit: 24 (2d10 + 4) damage.
Skitter. If a ranged or melee weapon attack misses against Arach, he can immediatley take the Dash action towards the offender and makes a Bite attack or Radiant Outlash.
Suppressing Fire: When Arach is hit or fired at with a ranged weapon attack, he can immediatley fire 3 Vex Lasers at the attacker.
Description
Arach The Faithful was wished into existance by King Desmond as an invinvible, mighty, and faithful... pack animal. But as his need for him grew in battle, he implanted Arach with Vex parts, making him a formidable force. He currently resides in a luxurious spot right by King Desmond's throne.
Lair and Lair Actions
Arach The Faithful's lair: King Desmond's Palace.
On initiative count 20 (losing initiative ties), Arach can take a lair action to cause one of the following effects, but can't use the same effects two rounds in a row:
. Until initiative count 20 on the next round, all Vex Hobgoblins and Vex Minotaurs stand in ranks protecting Arach.
. The entire lair area explodes in a scintillating light that blinds, stuns and knocks all hostile creatures prone who fail a DC 21 Constitution saving throw. This light lasts for 3 turns, or until Arach wishes to end it.
. Arach conjures a Huge spectral Vex Hydra. The Hydra shoots spectral bolts of fake force energy. A creature hit by one must make a DC 18 Charisma saving throw or take 4d10 psychic damage and be subjected to the frightened condition.
. Arach casts an Empowered Vex Hydra Barrier around himself. He is subjected to the spell Primordial Ward.
Regional Effects: While Arach is alive and well, the following happens to the entire planet of Nessus.
-The Glowing Sea and other bodies of Radiolarian fluid are rendered harmless, but are still not safe to interact with.
-Vex portals are open, taking travelers to the nearest cities, settlements or important points of interest.
-Plants brought from Earth or other planets can be grown in the Exodus Black area, with sufficient amounts of Radiolarian fluid.
-Most Vex on the planet are friendly to travelers, offering protection and imformation.
Upon removal from the planet or if he was wished to return to normal, Vex portals shut down, Radiolarian once again deals 8d6 acid damage per turn. Plants from other places become Vex grass over a course of 2d4 + 2 days. Vex are now indefferent ti travelers, and will attack if annoyed or attacked. Higher chance for hostile Vex.
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