Large Construct, Unaligned
Armor Class 17 Natural Metal Armor
Hit Points 96 (12d10 + 30)
Speed 30 ft., Climb 30 ft., Swim 0 ft.
STR
18 (+4)
DEX
12 (+1)
CON
18 (+4)
INT
6 (-2)
WIS
12 (+1)
CHA
12 (+1)
Saving Throws STR +8, CON +7
Skills Deception +2, Performance +2, Stealth +3
Damage Vulnerabilities Fire
Damage Resistances Thunder; Piercing and Slashing from Nonmagical Attacks that aren't Adamantine
Damage Immunities Poison
Condition Immunities Exhaustion, Paralyzed, Petrified, Poisoned
Senses Darkvision 120 ft of dark vision., Passive Perception 12
Languages None Can speak with other machine-like beings or insectoids. Can learn language in a limited fashion similar to a dog and can communicate through gestures or vocalizations. Trained ones can communicate with their screen.
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Trait Name:
Cabinet Shell: The monster receives 2d8 less damage from all non-magical or psychic attacks. Attacks that are lowered to 0 or below by this trait will deal at least 1 damage.

Virtualize: The monster's attacks deal 1d8 lightning damage after the attack. If at half health or lower, this monster takes 2d6 damage every turn it is underwater and this trait is disabled for 1 turn by any water based attack or any source of water that exceeds a gallon.

False Cabinet: When the monster remains motionless, it is indistinguishable from a piece of its local landscape, as long as the area can be considered somewhat fitting for an arcade machine.

Actions

Action Name:

Leg Swipes:
Melee Weapon Attack: +7  to hit, reach 5 ft., any enemy creature within 5 ft. Hit: 23 (8d4+3) bludgeoning damage. If the are multiple targets, damage is distributed among targets equally and halved if there are 4 or more targets.

Paralyzing Bite: Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 23 (4d8+5) piercing damage. The target must make a DC 12 Constitution saving throw or become paralyzed for 2 turns.

Thunderous Web (Recharge 1): Ranged Weapon Attack, +7 to hit, range 30 ft, one target and anyone within 10ft of target. Hit: 12 (2d8+3) lightning damage, the targeted creature takes an additional 9 (2d8) lightning damage and must succeed on a DC 14 Constitution saving throw or be paralyzed for 1d3 turns.

Virtual Noise (Recharge 1): The Arcadenid emits a shriek, dealing 19 (5d6+2) force damage to any creature within 20 ft of itself. Additionally each creature must make a DC 12 Constitution saving throw or be stunned stunned for 1 turn.

Bonus Actions

Hide Away: Arcadenid may hide in a new location if they succeed a stealth roll of 14 or higher. On a successful roll, Arcadenid hides and must be found, giving them advantage on their next attack if the foe fails a perception check of 15 or higher. On a fail, Arcadenid fails to hide and suffers disadvantage against the foe's next attack.

Snatch Up: If the Arcadenid hit a creature of Medium size or smaller within 5 ft of them this turn, it may grapple them (escape DC 15). Until this grapple ends, the creature is restrained, and the Arcadenid can't snatch up another target.

Reactions

Insert Coin: When any attack deals 10 or more damage to this monster on a single roll, this monster may optionally gain an extra round at the end of initiative. Once per encounter.

Description

Arcadenid are giant metallic spiders that hide as Arcade Cabinets in places such as entertainment centers. Their designs can vary extremely between different kinds but they always have 8 legs, a head with controller segments for "playing", a coin slot and resemble spiders.

Arcadenid tend to trap and prey on vermin and insects that plague their areas of residence, luring them in and then trapping them to feast on them later. Starving Arcadenid may prey on smaller creatures as well such as children and may even target full grown races if desperate.

Despite all of that, Arcadenid are incredible sources of pest prevention and can function as actual Arcade Machines with some work. Keeping them fed, appeased and maintained will keep them around, forming a symbiotic relation between this monster and their host.

Un-tamed Arcadenid that are discovered will often prefer to find new homes and are generally non-hostile to other creatures, especially humanoids. It is hard to provoke them into hostility as they are used to loud noise and being touched.

Arcadenid are heavily armored, surprisingly fast and very dangerous if provoked with outright violence. It is highly recommended not to pick a fight with this monster.

Previous Versions

Name Date Modified Views Adds Version Actions
6/2/2026 11:12:40 PM
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6/3/2026 1:37:51 AM
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6/3/2026 3:44:47 AM
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6/3/2026 4:01:36 AM
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Habitat: Urban

Nuclearstomp

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