Huge Monstrosity, Neutral Evil
Armor Class 18
Hit Points 168 (16d12 + 80)
Speed
STR
22 (+6)
DEX
14 (+2)
CON
20 (+5)
INT
10 (+0)
WIS
14 (+2)
CHA
8 (-1)
Saving Throws STR +11, CON +10, WIS +7
Damage Resistances Cold, Fire, Lightning
Condition Immunities Charmed, Frightened
Gear Glitched Greatsword, Scrap-Metal plate,
Senses Passive Perception 17
Languages Understands Common and Undercommon but cannot speak
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

 

  • Anomalous Reach. The Ashep has mismatched limbs pulled from different planes. Its melee attacks have a reach of 10 feet.
  • Reality Rime. Ground within 15 feet of the monster constantly flickers between realities. This area is difficult terrain. Any creature that starts its turn there takes 7 (2d6) force damage.
  • Spider Climb. The monster can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
  • Web Walker. The monster ignores movement restrictions caused by webbing.

 

 

Actions
  • Multiattack. The Ashep makes three attacks: one with its Crushing Chitin, one with its Planar Greatsword, and one with its Barbed Harpoon.
  • Crushing Chitin (Spider Leg). Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage, and the target is grappled (escape DC 18).
  • Planar Greatsword. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 20 (4d6 + 6) slashing damage plus 9 (2d8) force damage.
  • Barbed Harpoon. Ranged Weapon Attack: +11 to hit, range 30/60 ft., one target. Hit: 15 (2d8 + 6) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 18 Strength saving throw or be pulled up to 30 feet straight toward the World-Stitcher.
  • Dimensional Silk (Recharge 5–6). The monster sprays a net of glowing, multi-colored webbing in a 30-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw. On a failure, a creature is restrained and teleported to a random unoccupied space within 10 feet of the World-Stitcher. A creature can use its action to make a DC 18 Strength check, freeing itself or another creature within its reach on a success.
Bonus Actions

One Bonus action per round

  • Dimensional Phase (Recharge 4–6). The monster briefly blurs out of reality. It teleports up to 30 feet to an unoccupied space it can see. This movement does not provoke opportunity attacks.
  • Cannibalize Scrap. The monster tears a piece of metal or flesh from a dead creature or debris within 5 feet of it. It regains 15 hit points, and its Armor Class increases by +1 until the start of its next turn.
Reactions
  • Planar Bleed. When the Ashep takes damage from a melee attack, it releases a burst of unstable planar energy. The attacker must make a DC 18 Constitution saving throw, taking 11 (2d10) force damage on a failure, or half as much damage on a success.
  • Stitcher's Retaliation. When a creature misses the World-Stitcher with a melee attack, the monster can immediately make one Crushing Chitin attack against that creature.
Legendary Actions

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 Actions

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

This horrific, multi-limbed monstrosity roams the barren ash plains where realities collide. It is a living manifestation of a broken multiverse—a giant, asymmetrical spider-humanoid fused together from the dead matter of forgotten Eberron warforged, Toril dragons, Krynn knights, and Athas thri-kreen. It travels the wastes, violently hunting down survivors to harvest their gear, flesh, and magical energy to literally "sew" into its own rotting, chaotic body.

 

Lives in and guards Threax's Domain, acts like a bouncer that wants to kill you

uses extra monsters to help block the party's attacks

this is the stat block:

 

The Rift-Weaver
These disturbing, hovering aberrations look like floating massings of detached eyeballs and translucent spider legs. They extract the raw, bleeding energy of the dying wasteland to manipulate gravity and pull ranged attackers directly into the World-Stitcher’s deadly melee range.
Rift-Weaver
Medium Aberration, Neutral Evil
  • Armor Class: 13
  • Hit Points: 52 (8d8 + 16)
  • Speed: 0 ft., fly 30 ft. (hover)
STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 14 (+2) 12 (+1) 14 (+2) 10 (+0)
  • Saving Throws: Wis +4
  • Skills: Arcana +3, Perception +4
  • Damage Resistances: Force
  • Senses: Darkvision 90 ft., Passive Perception 14
  • Challenge: 3 (700 XP)
Traits
  • Gravity Warp. The area within 10 feet of the Rift-Weaver is considered high-gravity. Heavy weapons used in this zone have disadvantage on attack rolls, and jumping distance is halved.
Actions
  • Spatial Tear. Ranged Spell Attack: +5 to hit, range 90 ft., one target. Hit: 14 (3d6 + 3) force damage.
  • Gravitational Reel (Recharge 5–6). The Rift-Weaver targets up to two creatures it can see within 60 feet. Each target must succeed on a DC 13 Strength saving throw or be violently pulled 20 feet toward the nearest hazard, difficult terrain, or the World-Stitcher.

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.

Pidlwick_iii

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