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2025-06-07 07:58:30 -05:00
# Arachnocrat
*Medium* *Fiend* *lawful evil*
- **Armor Class:** 15 (natural armor)
- **Hit Points:** 93 (17d8+17)
- **Speed:** walk 30 ft. climb 40 ft.
- **Challenge Rating:** 5 (1,800 XP)
- **Source:** Tome of Beasts 2, page 102
| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 13 (+1) | 17 (+3) | 12 (+1) | 16 (+3) | 14 (+2) | 18 (+4) |
- **Saving Throws**: Dex +5, Int +4, Cha +6
- **Skills:** deception +8, insight +4, persuasion +6, stealth +5
- **Damage Immunities:** fire, poison
- **Damage Resistances:** cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
- **Condition Immunities:** poisoned
- **Senses:** blindsight 10 ft., darkvision 60 ft., passive Perception 12
- **Languages:** Common, Infernal, telepathy 120 ft.
### Special Abilities
- **Aristocratic Disguise:** An arachnocrat in a prepared disguise has advantage on Charisma (Deception) checks made to pass as a humanoid aristocrat.
- **Devil's Sight:** Magical darkness doesn't impede the arachnocrat's darkvision.
- **Magic Resistance:** The arachnocrat has advantage on saving throws against spells and other magical effects.
- **Speak with Spiders:** The arachnocrat can communicate with spiders and other arachnids as if they shared a language.
- **Spider Climb:** The arachnocrat can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
### Actions
- **Multiattack:** The arachnocrat makes two claw attacks. If both claws hit a Medium or smaller target, the target is restrained in gilded 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 12; hp 8; immunity to bludgeoning, poison, and psychic damage).
- **Claw:** 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 target. Hit: 6 (1d6 + 3) piercing damage, and the target must make a DC 14 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hp, the target is stable but poisoned for 1 hour, even after regaining hp, and is paralyzed while poisoned in this way. The skin of a creature that dies while poisoned takes on a golden hue.