Arachnaphant (5e Creature)
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Arachnaphant[edit]
Huge monstrosity, chaotic evil Armor Class 17 (natural armor)
Skills Perception +6 Siege Monster. The arachnaphant deals double damage to objects and structures. Sure-Footed. The arachnaphant has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. ACTIONSMultiattack. The arachnaphant makes one gore or trample attack, and one sting attack. Gore. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 25 (4d8 + 6) piercing damage. Trample. Each creature within 5 feet of the arachnaphant must succeed on a DC 19 Dexterity saving throw or take 15 (2d8 + 6) bludgeoning damage. The arachnaphant can then move up to half its speed. Sting. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) piercing damage. The target must make a DC 16 Constitution saving throw, taking 22 (5d8) poison damage on a failed save, or half as much damage on a successful one. Spider Breath (Recharge 5-6). The arachnaphant spews a cloud of poisonous spiders in a 40-foot cone. Each creature in that area must make a DC 16 Constitution saving throw, taking 32 (9d6) poison damage on a failed save, or half as much damage on a successful one. The cloud then congeals into a swarm of spiders.
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The arachnaphant is an unholy fusion of elephant and insect, combining the sheer brute strength of the former with the thick armor and deadly sting of the latter, tied together by a slavering, mindless rage bent on consuming or destroying all in its path. Undoubtedly the work of foul magics, one can only hope that this creature's maddened creator perished to their experiments centuries ago—elsewise, who knows what other evils they have inflicted upon this plane. |
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