Spider Lord (5e Creature)
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Huge fiend, neutral evil
Saving Throws Dexterity + 8, Constitution + 12, Wisdom + 10
Magic Resistance. The spider lord has advantage on saving throws against spells and other magical effects.
Magic Weapons. The spider lord's weapon attacks are magical.
Siege Monster. The spider lord's attacks deal double damage to objects and structures.
Spider Climb. The spider lord 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 spider lord knows the exact location of any other creature in contact with the same web.
Web Walker. The spider lord ignores movement restrictions caused by webbing.
Multiattack. The spider lord can use its Frightful Presence. It then makes three attacks: two with its envenomed longsword, and one with its bite.
Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) slashing damage, and the target must succeed on a DC 21 Constitution saving throw or become poisoned. While poisoned in this way, the target can't regain hit points, and it takes 21 (6d6) poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Envenomed Longsword. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) slashing damage plus 13 (3d8) poison damage.
Frightful Presence. Each creature of the spider lord's choice within 120 feet of it and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the spider lord is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the spider lord's Frightful Presence for the next 24 hours.
Spider Bolt (Recharge 5-6). The spider lord blasts a swarm of hungry, poisonous spiders in a 90-foot cone. Each creature in that area must make a DC 20 Dexterity saving throw, taking 10d6 piercing damage and 10d6 poison damage on a failed save, or half as much on a successful one. If the damage reduces the target to 0 hit points, the target dies, and its body turns into a swarm of spiders loyal to the spider lord.
Web (Recharge 5-6). The spider lord conjures a mass of thick, sticky webbing at a point of its choice within 150 feet. The webs fill a 30-foot cube from that point, losing their potency after 1 hour. The webs are difficult terrain and lightly obscure their area. If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the effect ends at the start of the spider lord's next turn. Webs layered over a flat surface have a depth of 5 feet. Each creature that starts its turn in the webs or that enters them during its turn must make a DC 20 Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free. A creature restrained by the webs can use its action to make a DC 20 Strength check. If it succeeds, it is no longer restrained. A 5-foot section of webs can be destroyed by dealing at least 15 points of fire damage or magical slashing damage in a single attack.
Spider lords are the ancient and wickedly evil rulers of the Plane of Webs. Physically, they resemble a cross between a hulking, muscular humanoid the size of a house and an alien spider the likes of which could only be found in an arachnophobe's worst nightmares, with a pair of skeletal wings coming from its back. Spider lords have cold, sadistic, manipulative personalities and find great joy in tearing apart other planes with their shadowy conspiracies. Should a spider lord be confronted, it is no slouch in physical combat - in fact, it is a terriying opponent, capable of taking on the most powerful creatures and winning.