Large Monstrosity, Chaotic Evil
Armor Class 19 Natural Armor, Split Mail
Hit Points 132 (13d10 + 52)
Speed 30 ft., Climb 40 ft.
STR
16 (+3)
DEX
16 (+3)
CON
18 (+4)
INT
13 (+1)
WIS
14 (+2)
CHA
12 (+1)
Skills Stealth +9
Senses Darkvision 120 ft, Passive Perception 12
Languages Common, Elvish
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Spider Climb. The crawler can climb difficult surfaces, including upside down on ceilings, without an ability check.

Web Walker. The crawler ignores movement restrictions caused by webbing.

Fey Ancestry. The crawler has advantage on saving throws against being charmed, and magic can’t put it to sleep.

Actions

Multiattack The crawler makes three attacks: any mix of longsword and bite.

Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 6 (1d4 + 3) piercing damage plus 9 (2d8) poison damage. The target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute.

Web (Recharge 5–6) Ranged Weapon Attack: +6 to hit, range 30/60 ft., one creature. Hit: the target is restrained by webbing. As an action, the restrained target can make a DC 14 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).

Bonus Actions

Bonus Action Name. Enter the description for how bonus actions work for your monster here.

Reactions

Reaction Name. Enter the description for your action.

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

Enter a general description for your monster here.

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.

Neruma

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