White Aranea (Sins Of The Past)

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White Araneae[edit]

large monstrosity (Shikigami), lawful evil


Armor Class 19 (natural armor, Exoskeleton)
Hit Points 517 (26d12 + 348)
Speed 40ft, 40ft (Burrow)


STR DEX CON INT WIS CHA
24 (+7) 16 (+3) 22 (+6) 8 (-1) 14 (+2) 14 (+2)

Saving Throws Str +11, Dex +7
Skills Animal Handling +6, Arcana +3, Intimidation +6, Sleight of Hand +7, Stealth +11, Survival +6
Damage Resistances Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities poisoned,
Senses passive Perception 9
Languages
Challenge 12 (8,400 XP)


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.

  • The White Araneae will count as two sizes larger for the purposes of grappling, shoving, disarming and the weight you can carry, push, drag, or lift.
  • Any attack roll the White Araneae makes which uses Strength deals twice as much damage to objects and structures.
  • The White Araneae has learned to put its weight behind an attack and launch an opponent a considerable distance. Once per turn as part of a successful melee attack, the White Araneae can force the creature hit to make a DC 20 Strength saving throw. On a failure, they are knocked back 70 feet in a direction of its choice. If the creature collides with an unsecured object or structure, then the creature and the unsecured object or structure receive 4 (1d6) bludgeoning damage for every 10 feet the creature had left to travel after colliding with the surface. If it was another creature, they instead both take damage equal to half of its damage roll (rounded down). If the attack was a critical hit, the creature automatically fails their saving throw and are knocked back twice the distance.
  • Whenever the White Araneae makes a Strength check or saving throw, it can give itself advantage on the roll. It can do this 7 times, regaining all uses after taking a long rest.

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.

ACTIONS

Multiattack. 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 ACTIONS

Bite' 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.

REACTIONS

Web Shot (2 Cursed Energy). The shikigami uses Web Shot on a target creature that moves within a 35ft range of the shikigami.

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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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