Spydragon (5e Creature)

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Spydragon[edit]

Large dragon, chaotic evil


Armor Class 19 (natural armor)
Hit Points 189 (18d10 + 90)
Speed 50 ft., climb 50 ft.


STR DEX CON INT WIS CHA
18 (+4) 24 (+7) 20 (+5) 14 (+2) 12 (+1) 18 (+4)

Saving Throws Dex +12, Con +10, Wis +6, Cha +9
Skills Deception +9, Perception +6, Stealth +12
Proficiency Bonus +5
Damage Immunities poison
Condition Immunities poisoned
Senses blindsight 30 ft., darkvision 120 ft., passive Perception 16
Languages Common, Draconic, Undercommon
Challenge 15 (13,000 XP)


Legendary Resistance (3/Day). If the spydragon fails a save, it can choose to succeed instead.

Spider Climb. The spydragon can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Web Sense. While in contact with a web, the spydragon knows the exact location of any other creature in contact with the same web.

Web Walker. The spydragon ignores movement restrictions caused by webbing.

ACTIONS

Multiattack. The spydragon summons one swarm of insects (spiders) in an adjacent space and makes three attacks: one with its stinger and two with its claws.

Claw. Melee Weapon Attack: +12 to hit, 10 ft., one target. Hit: 14 (2d6 + 7) slashing damage.

Stinger. Melee Weapon Attack: +12 to hit, 15 ft., one target. Hit: 17 (3d6 + 7) piercing damage plus 7 (2d6) poison damage and the target must succeed on a DC 18 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success

Spider Breath (Recharge 5-6). The spydragon exhales a burst of live, squirming spiders in a 30-foot cone. Each creature in that line must make a DC 18 Dexterity saving throw, taking 90 (20d4) poison damage on a failed save, or half as much damage on a successful one. 5 (2d4) swarms of insects (spiders) appear in the spaces of and around affected creatures. These swarms act on their own turn immediately after the spydragon and are considered under the dragon's control.


LEGENDARY ACTIONS

The spydragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The spydragon regains spent legendary actions at the start of its turn.

Detect. The spydragon makes a Wisdom (Perception) check.
Stinger. The spydragon makes an attack with its stinger.
Webshot (Costs 2 Actions). The spydragon shoots out a mass of sticky webbing in a 30-foot line that is 10 feet wide. Each creature in that line must make a DC 18 Strength or Dexterity saving throw (creature's choice) or be restrained. The affected area is considered difficult terrain. Any creature entering the webbed area must make a DC 12 Strength or Dexterity saving throw or be restrained by the webs. A restrained creature can use its action to escape the webbing by succeeding on a DC 12 Strength (athletics) or Dexterity (Acrobatics) check.
Every 10-foot cube of webbing has an AC of 10 and 15 hit points. The web is vulnerable to fire damage and immune to bludgeoning and psychic damage. Any damage dealt to webbing restraining a creature damages the restrained creature as well.

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By Namh

The spydragon is a horrific creature created as an idea by the goddess Resoolt as a mockery of Tarekaya's original dragons. The spydragon exists solely as an idea, sealed away in the lost Arachnomicron, which the gods forced Resoolt to dispose of to prevent her from making her army of monstrous abominations. The book contains the recipe and means to control this dragon, though none have lain eyes on it. It is said the dragon is incredibly intelligent and crafty, with a taste for malice like the Spire Queen herself.

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