Seduction. The Black Widow has advantage on attacks against charmed creatures, and does not end the effect by attacking.
Devious. The Black Widow has 2 reactions it can use per round. It does not have to choose between using an attack of opportunity or Misdirection only once.
Arachnid Affinity. The Black Widow can telepathically communicate with any spider within 1 mile of it, and it can sense any spider in that radius.
Magic Resistance. The Black Widow has advantage against spell based effects.
Spellcasting. The Black Widow is a 11th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). The Black Widow has following sorcerer spells prepared:
Cantrips (at will): Friends, Acid Splash, Chill Touch, Infestation, Poison Spray
1st level (4 slots): Disguise Self, Ray of Sickness, Sleep
2nd level (3 slots): Alter Self, Web
3rd level (3 slots): Counterspell, Slow, Fear
4th level (3 slots): Blight, Vitriolic Sphere
5th level (2 slots): Enervation
6th level (1 slot): Circle of Death
Legendary Resistance (3/day). If the Black Widow fails a saving throw, it can choose to succeed instead.
Multiattack. The Black Widow uses Alluring Words. It then makes three claw attacks.
Alluring Words. The Black Widow targets one creature that is within 60 ft. of it and forces it to make a DC 19 Charisma Saving Throw, or it is charmed for the next two turns. A creature charmed in this way must use its action to move up to its speed towards the Black Widow. A creature can repeat the save at the end of each of its turns, ending the effect on itself on a success.
Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 8) slashing damage plus 4 (2d4) poison damage.
Envenom (Recharge 6). Range 5/60 ft., one target. Target makes a DC 18 Dexterity save or it takes 16 (4d8) poison damage and 16 (4d8) acid damage, and the target makes a DC 18 Constitution Save or the target is poisoned. While the target is poisoned in this way, roll a d4 to determine the additional effect the poison gives (1= Blinded, 2= Paralyzed, 3= Slowed, 4= Deafened). The poison lasts for 1 hour. Additionally, at the start of the target's turns it takes 8 (2d8) poison damage. Targets that succeed the initial save take half damage and are not poisoned. The affected target can repeat the save on the end of its turns, ending the effect on itself on a success.
Misdirection. The Black Widow forces an attacking target or an attacking creature it can see within 30 ft. to make a DC 16 Charisma save or the attack hits a creature near the intended target. If no such target is available, the attack misses.
The Black Widow 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 Black Widow regains spent legendary actions at the start of its turn.
Claw. The Black Widow makes one claw attack.
Disengage. The Black Widow takes the Disengage action.
Mass Charm (Costs 2 actions). Every hostile creature within 120 ft. of the Black Widow must make a DC 19 Charisma Save or it is charmed for 1 minute. This charms functions identically to Alluring Words. Creatures affected can repeat the save on the end of their turns, ending the effect on a success.
Description
Black Widows are extremely dangerous hags that excel in the art of seduction and dark persuasion. They produce harems and cults to praise themselves, and keep as low of profile as possible, but are not above using brutish tactics if needed. In combat, they employ a devious set of tricks to lull enemies into their arms, then thrash at them with wicked claws and extremely toxic venom. All Black Widows are accomplished spell casters, and do not need to rely on the combined strength of a coven like other lesser hags. Each one also has deep connections with arachnids, and can easily employ them into service through telepathy.
Black Widows revel in both pleasure and agony. They act similar to succubi/incubi in this, but tend more towards forcing a following for their own evil purposes than outright killing. However, they won't outright charm to get what they want, and will attempt diplomacy or subversion to get what they want. Cunning is the first tool they use before any sort of foul play.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count 20 (losing initiative ties), the Black Widow takes a lair action to cause one of the following effects; the Black Widow can’t use the same effect two rounds in a row:
- The Black Widow summons 1d10 Spiders (CR 0). They appear in an unoccupied space within 100 ft. of it and attack after the Black Widow's turn ends. The spiders remain until killed.
- The Black Widow assaults the minds of anyone it has charmed. Any creature within its lair that is charmed immediately takes 10 (2d10) psychic damage.
- The Black Widow uses its Alluring Words action on 1d4 targets of its choice.
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