Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.
Web Walker. The spider ignores movement restrictions caused by webbing.
Legendary Resistance (1/Day). If Zodru fails a saving through she can choose to succeed instead.
Multiattack: Zodru makes 2 kicks and 1 bite attack.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (3d8+5) magical piercing damage, and the target must make a DC 15 Constitution saving throw, taking 14 (3d6+4) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
Kick. Melee Weapon Attack: +10 to hit, reach 10 ft., one target Hit: 13 (2d6+6) bludgeoning damage, and the target must make a DC 14 Strength saving throw or be knocked prone and pushed 5 ft away from Zodru.
Web (Recharge 5-6). Ranged Weapon Attack: +10 to hit, range 30/60 ft., one target. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 15 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).
Zodrou can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The spider regains spent legendary actions at the start of its turn.
Web Attack (Costs 1 action). Zodru makes its web attack. (Only if charged)
Scamper (Costs 1 action). Zodru can move up to 10 feet without provoking opportunity attacks. The spider can't take this action if its movement speed is reduced to less than 10 feet.
Mate attack. (Costs 2 actions). Zodru can command one of her mates to make an attack.
Spiderling attack (Costs 1 action). Zodru can command one of her full sized spiderlings to make an attack.
Description
Over 1200 years ago Zodru's mother was used by the Drow to attack the Dwarves of Ogrod. The fight was vicious but the Drow along with some of their topside allies were victorious against the Dwarves. Before retreating into the Underdark Zodru's mother laid Zodru's egg in a hollowed out part of Ogrod.
Over the next millennium Zodru carved out her lair in the Mines of Ogrod. Attracting mates from the Underdark for Zodru to use as she pleased and build her family. Zodru and her family feed on anything they can find. Throughout the years they've acquired a taste for Dwarves since they come to Ogrod to try and find any treasure left in the mountain.
Lair and Lair Actions
Lair Actions
On initiative count 20 (losing initiative ties), the spider takes a lair action to cause one of the following effects; the spider can’t use the same effect two rounds in a row:
- Webbing underneath one creature within 100 feet of the spider draws towards Zodru. The creature must succeed on a DC 13 Strength saving throw or be knocked prone and pulled up to 15 feet towards Zodru.
- If a mate is located within 10 feet of Zodru she can choose to consume it. Killing the mate but healing herself for 3d10+6 health.
- Tiny Spiderlings swarm a 10 foot square. Any creature located in the square must make a DC 12 Wisdom saving throw or be frightened from the spiderlings and Zodru for 1 turn. If there is fire in this area the amount of spiderling bodies containing liquid douse the flames. This area becomes difficult terrain for 30 seconds.
- Zodru glares at a single creature. That creature must make a DC 13 Wisdom Saving throw or become paralyzed with fear for 1 turn.
Regional Effects
Zodru's lair is warped by the spider's magic, which creates one or more of the following effects:
- Creature's that drink water from puddles found in Mount Ogrod must succeed on a DC 15 Constitution saving throw or become diseased for 8 hours. While affected by this disease, the creature will involuntary vomit. Every in game hour have the affected creature roll a D20, on a 3 or less the creature vomits. Every time the creature vomits twice they gain a level of exhaustion. Vomiting can interrupt long rests.
- Within the spider's lair, thousands of tiny spiderlings scamper across the walls and ceiling, often accidentally falling onto creatures that pass under them.
If the spider dies, these effects fade over the course of 1d10 days.







Comments