Skills: Stealth +5, Perception +4
Senses: dark vision 60ft., passive Perception 14
Wall Climber: The Cocoon Reaper can climb difficult surfaces, including ceilings, without needing to make an ability check.
Ambush Hunter: The Reaper has advantage on attack rolls against creatures that have not yet taken a turn in combat.
Spider Arms. Melee Weapon Attack: +7 to hit, reach 15ft., one target. Hit: 12 (2d6+ 5) slashing damage
Grasp and Bind. The Cocoon Reaper targets a creature within 10 feet. The target must succeed on a DC 15 Strength saving throw or become restrained by thick binding strands. A restrained creature can repeat the saving throw at the end of its turns, escaping on a success.
Acid Cocoon. The Cocoon Reaper wraps a restrained creature in dissolving silk. The target becomes fully cocooned and takes 10 (3d6) acid damage at the start of each of its turns until freed. A creature adjacent to the cocoon can use an action to tear it open with a DC 14 Strength check.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Mythic Action Name. Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
The Cocoon Reaper is a lank, unnatural hunter that stalks dark woods, abandoned ruins, and forgotten tunnels. Its body resembles a distorted human torso fused with long spider-like limbs built for grabbing and binding prey. The creature hunts by ambush, snatching victims with its elongated arms before pinning them in place and wrapping them in thick fibrous strands. Once the victim is immobilized, the Reaper carries the cocoon to its den where slow-burning acid seeps through the silk until the prey inside dissolves in a thick nutrient slurry.
Lair and Lair Actions
Enter a description of your monster's lair here.
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:
- Enter a description for a lair action.
- Enter a description for a lair action.
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:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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