SPYDRA (5th Edition Monster)
I recently came across this photo on social media, created using Titan Forge:
Seeing the possibilities, I quickly knocked out this monster build, based on the 5th edition fantasy rules of the world's most famous rpg.
SPYDRA
Huge monstrosity, unaligned
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Armor Class 16 (natural armor)
Hit Points 114 (12d12+36)
Speed 30 ft., climb 30 ft.
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Str 17 (+3) Dex 14 (+2) Con 17 (+3)
Int 2 (-4) Wis 11 (+0) Cha 7 (-2)
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Skills Perception +2, Stealth +4
Condition Immunities poisoned
Damage Resistances poison
Senses Blindsight 20 ft., darkvision 60 ft; passive Perception 12
Languages –
Challenge 4 (1,100 XP); Prof Bonus +2
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Multiple Heads. The spydra has three heads. While it has more than one head, the spydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
Whenever the spydra takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the spydra dies.
At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The spydra regains 10 hit points for each head regrown in this way.
Reactive Heads. For each head the spydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks.
Spider Climb. The spydra can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Wakeful. While the spydra sleeps, at least one of its heads is awake.
Web Sense. While in contact with a web, the spydra knows the exact location of any other creature in contact with the same web.
Web Walker. The spydra ignores movement restrictions caused by webbing.
ACTIONS
Multiattack. The spydra makes as many bite attacks as it has heads.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 8 (1d10+3) piercing damage plus 10 (3d6) poison damage. The target must make a DC 12 Constitution saving throw, taking the poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
Web (Recharge 5-6). Ranged Weapon Attack: +4 to hit, reach 30/60 ft., one creature. 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).
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