Huge Monstrosity, Unaligned
Armor Class 16 (natural armor)
Hit Points 251 (20d20 + 10)
Speed 30 ft., Climb 30 ft.
STR
14 (+2)
DEX
18 (+4)
CON
20 (+5)
INT
8 (-1)
WIS
12 (+1)
CHA
4 (-3)
Saving Throws STR +8, DEX +10, CON +11
Skills Stealth +7
Damage Immunities Lightning, Thunder
Condition Immunities Frightened, Grappled, Paralyzed
Senses Blindsight 10 ft., Darkvision 60 ft., Passive Perception 14
Languages --
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

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.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (2d10 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 15 (2d10) lightning damage on a failed save, or half as much damage on a successful one.

Web (Recharge 5–6). Ranged Weapon Attack: +5 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 12 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).

Reactions

Recharge. If Arachnovolt is attacked by lightning or thunder damage it may use a reaction to heal 25 hitpoints.

Siphon. Arachnovolt may steal electricity from anything in a 100 foot radius, giving it 5 temporary hitpoints per day of charge.

Legendary Actions

Lightning Rod (Recharge 6-8). If Webs are 400 feet above ground level, the webs act as a lightning rod, from there it will then use Lightning Surge. or Recharge. 


Shock Wave (Recharge 6-8). Arachnovolt charges energy and stomps sending a wave of electricity through the floor in a 60 foot radius, everything in range must make a DC 15 Dexterity saving throw, taking 45 (5d10) lightning damage on a failed save, or none on a successful one.

 

Description

To snare its prey, Arachnovolt spins elaborate webs or shoots sticky strands of webbing from its abdomen, then electrifying them to stun its prey. Arachnovolt will spins webs as far as 1 mile from its lair, slowly getting more and more dense until you reach its lair. Arachnovolt will usually create a lair in large areas, waiting in its lair for something to get caught in its webs. 

Lair and Lair Actions

Lightning Surge (Recharge 4-5). Arachnovolt sends a charge of electricity through its webs, on contact the target must make a DC 15 Constitution saving throw, taking 35 (4d10) lightning damage on a failed save, or half as much damage on a successful one.

Monster Tags: Elementalmonstrosity

Habitat: ForestUnderdarkUrban

JustaPenguin

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