Huge Dragon, Chaotic Evil
Armor Class 18 (natural armor)
Hit Points 200 (16d12 + 96)
Speed 40 ft., Burrow 30 ft., Fly 80 ft., Swim 40 ft.
STR
22 (+6)
DEX
20 (+5)
CON
20 (+5)
INT
8 (-1)
WIS
12 (+1)
CHA
12 (+1)
Saving Throws DEX +9, CON +9, WIS +5, CHA +5
Skills Perception +11, Stealth +5
Damage Immunities Cold
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 21
Languages Draconic
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Traits

Improved Spider Climb. The spider can move across and climb normal and icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement. This also includes hanging 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.

Legendary Resistance (2/Day). If the spider fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The spider can use its Web. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) cold damage.

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

Stinger. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage +14 (2d12) poison damage.

Web. Ranged Weapon Attack: +8 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 13 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)

Hatchling Wind (Recharge 5–6). The spider uses its wings to create a strong wind, pelting it’s prey with its hungry young hatchlings within a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 30 (8d8) cold damage on a failed save, or half as much damage on a successful one. Additionally, if a target fails the saving throw by 5 or more, they are considered grappled by a swarm of insects (spiders). The only action the swarm can take the is the attack action against the creature who failed the saving throw. The swarm also can be dispersed with fire.

Legendary Actions

The spider can take 2 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 dragon regains spent legendary actions at the start of its turn.

Detect. The spider makes a Wisdom (Perception) check.

Stinger attack. The spider makes a tail attack.

Wing Attack (Costs 2 Actions). The spider beats its wings. Each creature within 10 feet of the spider must succeed on a DC 18 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The spider can then fly up to half its flying speed.

Description

A Legendary Experiment. The dragon spider is a twisted cross of two of mans greatest fears, the spider and the dragon. Many said this could not be done, but Aeorean mages found ways to introduce compatible traits from a dragon, into a spider. It is said that these monstrosities are a brash attempt to keep adventurers out of Eiselcross...

Mad Matrons. Although a clearly successful experiment, the White Dragon Spider suffers greatly from the scars of experimentation. Although gifted with a vastly expanded lifetime, her hatchlings very rarely survive more than a few years. Her maternal instincts drive her to raise young, only to watch them die time and time again. There have, however, been rare occurrences recorded where a young does go on to grow into a full adult which keeps the population steadily growing.

Trapped Treasure. The dragon spider often maintains the dragon's fervor for treasure. Spiderlings who snare adventurers often offer the matron their treasures as gifts. The matron cocoons these treasures in her layer as timeless decor. 

Lair and Lair Actions

A White Dragon Spider’s Lair

White dragon spiders lair in the mountains of Eiselcross. The combination of the icy environment and the heated under-mountain are perfect for raising their young. They prefer to settle in caves and caverns with many twisting passages that they use to trap wandering creatures and adventurers...

A legendary white dragon spider's twisted form deepens the cold in the area around its lair. Webs in the layer are hard and less pliable, though this is somewhat counteracted by under-mountain heat. A white dragon spider can easily detect intruders who tread close to their webs.

Within the depths of their chosen caverns, the matron of the pack dwells. She sends her children for minor meals, only surfacing to occasionally feed herself, or to deal with especially pestering adventurers.

Lair Actions

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

  • A cloud falling infant white spiders fills a 20-foot-radius sphere centered on a point the spider can see within 120 feet of it. Each creature in the false snow when it appears must make a DC 10 Dexterity saving throw, taking 10 (3d6) cold damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the cloud takes 10 (3d6) cold damage. A wind of at least 20 miles per hour disperses the cloud. The fog otherwise lasts until the spider uses this lair action again or until the dragon dies.
  • Jagged ice shards fall from the ceiling, striking up to two creatures underneath that the spider can see within 120 feet of it. The spider makes one ranged attack roll (+7 to hit) against each target. On a hit, the target takes 10 (3d6) piercing damage.

 

Habitat: Arctic

Dungeon_Master_Moke

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