# 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.