Large Beast, Neutral Good
Armor Class 16 Natural Armor
Hit Points 150 (5d20 + 45)
Speed 10 ft., Walk 20 ft.
STR
15 (+2)
DEX
18 (+4)
CON
18 (+4)
INT
20 (+5)
WIS
13 (+1)
CHA
15 (+2)
Saving Throws STR +7, DEX +9, CON +9
Skills Perception +15, Stealth +20
Damage Vulnerabilities Acid, Cold
Damage Resistances Lightning, Psychic, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks; Bludgeoning, Piercing, and Slashing from Magic Weapons
Damage Immunities Fire, Necrotic, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Truesight 100 ft., Passive Perception 18
Languages Common, Telepathy 50 ft. Common, Telepathy 50 ft.
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Webber. The Arachnie shoot shoots out a web that can slow and snare down the enemy. No ability check.

Climber. The Arachnie can walk on difficult terrain, except water. It can climb walls and ceilings with eases. No ability check.

 

Actions

Bite. Melee Weapon Attack: +4 to hit hit, reach 5 ft., 1 target. Hit: 5 piercing damage.

String Shot. Ranged Weapon Attack: +3 to hit, range 30/50 ft., 3 targets. Hit: 0 damage.

Poison Powder. Ranged Weapon Attack: +5 to hit, range 20/25, 10 targets. Hit: 10 poison damage per turn.

 

Reactions

Counter Measure. When the Arachnie gets hit, it will shoot out small webs out of its abdomen. The attack must have originated 10 ft. away.

Legendary Actions

Spiderling Summoning (cost 3 turns). The Arachnie summons 20 spiderlings under her control. The spiderlings can Bite - Melee Weapon Attack: +1 to hit, reach 3 ft., 1 target. Hit: 3 piercing damage.

Ensnare (cost 5 turns). The Arachnie snatches the opponent and covers them in silk not letting them move. In a few turns, the ensnared enemy turns into spiderlings for Arachnie.

 

Description

The Arachnie originated from mutated spiders from a lab experiment and now roams around finding dark, damp caves. It may be summoned by using spells that summons spiders, demons, or beasts.

The spiders has eight red glowing eyes. Its body reflects light off its black, phosphorescent body. Due to its poisonous ways, it is completely immune to poison, its body making antidotes for each poison. Its body can deflect most attacks since it has a hard exoskeleton and outer shell.

The Arachnie is a intelligent creature, making it hard to make a surprise attack on it. Their weak spot is their legs which has no hard outer shell.

Lair and Lair Actions

The Spider Lair

Arachnie often roamed around it's lair waiting for its next victim. During fights in the lair, Arachnie lays many webs around as traps to slow down the opponents, then ensnare them in a cocoon turning them into spiderlings.

An Arachnie found in its lair has a challenge rating of 20 (25,000 xp)

Lair Actions

On initiative count of 20 (losing initiative ties), the Arachnie takes a lair action to cause on of the following effects; the Arachnie can't use the same effect two rounds in a row:

  • The Arachnie rolls a d20. If the Arachnie rolled 10 or higher, it can do a legendary action on this turn.
  • The Arachnie rolls a d20. If the Arachnie rolled 15 or higher summon an advanced spiderling that can use Bite, String shot, and Poison Powder.
  • The Arachnie can summon any spirit that died in the lair for 5 turns. If it kills an opponent, it survives for 5 more turns. If it dies before the fifth turn, that spirit acts as a bomb for 20 seconds and grabs the nearest enemy. If the spirit explodes, do 15 damage to enemies in the radius of 15 ft.

Regional Effects

As the Arachnie hatches out of its cocoon, the Spiders Lair might include any of the following magical effects:

  • If a creature is poisoned, increase the poison damage by 5.
  • If a creature is poisoned, the Arachnie gains health by the amount of poison damage being taken.
  • Any spiderlings that dies will be revived.

If the Arachnie dies, these effects ends immediately.

Habitat: ForestMountainUnderdark

Ghostfears