White Aranea (Sins Of The Past)
White Araneae[edit]
large monstrosity (Shikigami), lawful evil Armor Class 19 (natural armor, Exoskeleton)
Saving Throws Str +11, Dex +7 Cursed Energy. The White Araneae has 41 cursed energy that it can use to fuel its abilities. All of its cursed energy is replenished at the end of a long rest. Cursed Energy Recovery. The White Araneae regains 1 cursed energy at the beginning of each of its turns. Cursed Attack. The White Araneae's attacks are considered magical. Sticky Legs The White Araneae climbing speed is the same as walking speed. Strong Exoskeleton As long as the White Araneae is above half heath it gains +3 AC, and lose 10ft movement speed. (This is already acounted for in the sheet.) Invisible Force. The White Araneae is entirely made out of cursed energy, meaning it is invisible. Creatures with levels in the Jujutsu Sorcerer class or who can see into the Ethereal Plane can see the curse. Although, if these creatures were in a life and death situation(less than half their maximum hit points), they gain the ability to see you. Hard to Kill (1/long rest). If the White Araneae is reduced to 0 hit points, it can choose to drop to 1 hit point instead and is considered stable. This feature does not work if the damage that had reduced it to 0 hit points was radiant damage. Evasion. Whenever the White Araneae makes a Dexterity saving throw, it takes half as much damage on a failure and no damage on a success. Colossal Physique.
Strong Body. The White Araneae will reduce all damage it takes but psychic or thunder by 6. Attacks using Cursed Energy or magic can bypass this. Heavy Finisher (1-7 Cursed Energy). Once per round as part of hitting a melee attack, the White Araneae can force its target make a DC 20 Strength saving throw. On a failure, they take 6 (1d10) necrotic or bludgeoning damage per cursed energy spent and are thrown back an amount of feet equal to 20 times its Strength modifier + the amount of cursed energy spent and are knocked prone. On a success, they take half as much damage, are half as pushed and are not knocked prone. If the creature hits an object on the way they both take 7 (1d12) bludgeoning damage. If it hits a structure, it stops completely and takes 7 (1d12) bludgeoning damage per 10 feet left to travel, with the structure taking twice as much damage. If it hits another creature, the creature hit must make a Dexterity saving throw or also take the damage of the Heavy Finisher and be pushed as well. The White Araneae can also use the heavy finisher as a way to get someone stuck in the ground. Once per round as part of hitting a melee attack against a prone creature, it can force its target to make a DC 20 Strength saving throw. On a failure, they take 6 (1d10) necrotic or bludgeoning damage per cursed energy spent and are restrained on the ground. On a success, they take half as much damage and their speed is halved until the beginning of the White Araneae next turn. If they fail by 5 or more, they are also Confused until the beginning of the White Araneae next turn. They may remake the Strength saving throw at the beginning of their turns, ending the condition early. ACTIONSMultiattack. The White Araneae makes three attacks: one with its Leg Sting and two with its Slam. Slam. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) Bludgeoning damage. Leg Sting. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (2d12 + 7) Piercing damage. Web Shot (2 Cursed Energy). Ranged Weapon Attack: +8 to hit, range 25 ft., one target. Hit: 9 (1d10 + 4) Bludgeoning damage the creature must also make a DC 14 Constitution save or become stunned until the start of the shikigami's next turn. Spiderweb Area (8 Cursed Energy The White Araneae makes a 40ft radius around itself where web will be shot out on, every creature within the range must make a DC 20 Dexterity save or gain the stunned condition until the start of the Shinigami's next turn. The area of the webs will become difficult terrain and the White Araneae will gain advantage on melee attack rolls while a creature is within the area. BONUS ACTIONSBite' The shikigami bites a creature within a 10ft range, making a melee attack roll. On hit the target will take 25 (3d12+7) Piercing damage. REACTIONSWeb Shot (2 Cursed Energy). The shikigami uses Web Shot on a target creature that moves within a 35ft range of the shikigami. |
Ain't Real No shit - Noro Improved Durability. This shikigami uses the Improved Durability rule. Feats this is the shikigamifeat. Athlete History, Colossal Physique, Strong Body, Resilient Heavy Finisher |
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