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5ead/monsters/md/tome_of_beasts_2/arachnocrat.md
2025-06-07 07:58:30 -05:00

2.4 KiB

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.