Arachnarok (5e Creature)
From D&D Wiki
Gargantuan monstrosity, neutral
Forest Lurker. Difficult terrain composed of plant material doesn't cost the arachnarok extra movement.
Legendary Resistance (3/Day). If the arachnarok fails a saving throw, it can choose to succeed instead.
Spider Climb. The arachnarok 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 arachnarok knows the exact location of any other creature in contact with the same web.
Web Walker. The arachnarok ignores movement restrictions caused by webbing.
Multiattack. The arachnarok makes three attacks: one with its leg, one with its bite and one with its web catapult.
Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., one creature. Hit: 33 (4d12 + 8) piercing damage, and the target must make a DC 18 Constitution saving throw. On a failed save, a creature takes 42 (12d6) poison damage and is poisoned until the end of its next turn. On a successful save, a creature takes half as much damage and is not poisoned.
Leg. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 18 (4d4 + 8) piercing damage.
Shortbow. Ranged Weapon Attack: +8 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Web Catapult. Ranged Weapon Attack: +8 to hit, range 200/800 ft., one target. Hit: 16 (3d8 + 3) bludgeoning damage and the target is restrained and knocked prone by webbing. As an action, the restrained target can make a DC 18 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 15; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).
The arachnarok 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 arachnarok regains spent legendary actions at the start of its turn.
Skitter. The arachnarok moves up to its movement speed. Opportunity attacks are made with disadvantage against it whilst it uses this action.
Of the many spiders that infest the wild woods, the colossal arachnarok spider is the largest. It is a nigh-unstoppable predator bigger than a townhouse. In the depths of the forest where the light of the sun never penetrates, the gargantuan eight-legged monstrosity stalks and entraps entire herds of wildlife, as well as larger prey such as giants. After incapacitating larger creatures with its flesh-dissolving venom, the spider would begin to drink up the liquefied innards of its paralysed, but still living victim. Man-sized victims are often wrapped into web-casings within the spider's lair, where they would begin to dissolve within a matter of hours by the highly corrosive spider venom, until the victim turns into a protein-rich puddle from which these spiders can easily drink from. Despite its immense bulk, arachnarok spiders are relatively efficient solitary hunters, able to move silently through dense wilderness and ensnare their unsuspecting prey with webs as thick as an orc's muscular arm. On occasion, arachnarok spiders have been known to ensnare an entire village.
Spider Kult. Since the first goblins first entered the primeval woods of the distant past, they have been prey to the spiders that dwelt within the forest for many generations. The goblins eventually adapted to this new and harsh environment, becoming the precursors to the forest goblin tribes of today. In time, these forest goblins were able to push back the spiders, and have even been able to, over time, raise those clutches of spider eggs they've captured as pets or mounts. However, not even the largest of forest goblin tribes could ever hope to stem the onslaught of the arachnarok spider. The goblins reasoned that since the powerful arachnids could not be defeated, perhaps they could be appeased. In time, eight-legged totems festooned with webbed skulls began to appear alongside the traditional idols of their gods.
Forest Gods. As time went on, it soon became apparent that this ploy worked, for it would seem that arachnarok spiders that venture towards a forest goblin tribe have been seen to wander away once it sees the camp surrounded by spider-totems. Some have even been known to simply creep to the edge of the fire-lit clearings to watch the forest goblins weave the spider-dance and offer up gifts and offerings of warm blood to appease the now god-worshipping creature. However, it wasn't until the shamans found the mystical properties of the small purple skullback spider that the first attempt to bind the behemoths have been met with actual success. By chewing on the bulbous, plum-coloured spider, the shaman will either die a twitching horrible death or enter into a trance-like state where he would begin to commune with the arachnarok and bound it to his will.
Arachnid War Machine. In that moment, the ravenous depredation of the arachnarok spider was finally ended and the forest goblins shamans learned that, with enough bribes of fresh blood, they could call out the beast to work the tribes bidding. This has since made the forest goblin tribes settle themselves near the lairs of these spiders, where they may coax the massive behemoth into combat with offerings of warm blood and ritualistic sacrifices. Eventually, these massive spiders began to grow tolerant of the forest goblins, going as far as to treat the small forest goblins as young broodlings that needed to be carried upon their spiny backs. Ever since then, these massive spiders have been known to crawl towards the battlefield by the encouragement of a shaman, where their immense bulk turns the creature into a living battering ram that can smash through enemy formations while a warband of goblin archers let loose a hail of crude arrows from within an elevated platform on the spider's back.