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## Spidicules The horrifying result of one of Manshoon's twisted magical experiments, the spidicules is the evil wizard's attempt to replicate the drow ritual that creates driders. Whether the attempt succeeded or failed is a matter of perspective. In its so-called "perfected" form, the spidicules is a true monstrosity capable of devouring entire towns in minutes. It has a seemingly endless appetite and a penchant for emerging from its underground lairs on feast days, seemingly drawn by the exuberance of communal celebration that leaves its victims' flesh particularly succulent and moist.
___ ___ > ## Spidicules >*Large monstrosity, chaotic evil* > ___ > - **Armor Class** 16 (Natural Armor) > - **Hit Points** 190 (20d10 + 80) > - **Speed** 40 ft., climb 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|20 (+5)|18 (+4)|8 (-1)|6 (-2)|5 (-3)| >___ > - **Saving Throws** DEX +8, CON +7 > - **Skills** Athletics +10, Perception +1 > - **Damage Vulnerabilities** Fire > - **Damage Resistances** Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered > - **Damage Immunities** Poison > - **Condition Immunities** Poisoned > - **Senses** Tremorsense 60 ft., Passive Perception 11 > - **Languages** -- > - **Challenge** 7 (2,900 XP) > ___ > >***Spider Legs.*** The spidicules has eight legs, each of which may be specified as the target of an attack. Each leg has 20 hit points and an armor class of 13, and ranged attacks against the legs are made with disadvantage. Any time one of the spidicules' legs takes damage, the spidicules also takes half as much damage. Losing its legs affects the spidicules' ability to move and attack, according to the list below: >* 7-8 Legs: All abilities and movement as usual. >* 6 Legs: Can only grapple one creature at a time, and if the spidicules is grappling two or more creatures it releases all but one of them at the start of its next turn. >* 5 Legs: Cannot make a grapple attack or a leaping bite while climbing. >* 4 Legs: Cannot make a grapple attack or a leaping bite, and the spidicules releases any creature it was grappling at the start of its next turn. >* 3 Legs: Climb speed becomes 0, and the spidicules falls to the ground if it was climbing. >* 1-2 Legs: Speed becomes 0. Bite attacks are made with disadvantage. >* 0 Legs: Cannot make slam attacks. > >
> >The spidicules loses a leg when it is brought below 80% of its maximum hit points, unless it has lost one or more legs already. This occurs with a second leg at 60%, a third leg at 40%, and a fourth leg at 20%, unless that number of legs has already been lost. > > ***Elevated Standing.*** If the spidicules is one or more sizes larger than a hostile creature, it can move through that creature's space and that creature can move through the spidicules' space. In addition, the spidicules and the hostile creature can both end their turns in one another's space. Moving through a hostile creature's space is considered difficult terrain. > >***Horrifying Presence.*** When a creature is grappled by the spidicules, until the grapple ends, the creature is frightened, and takes 7 (2d6) psychic damage at the end of each of its turns. > > ### Actions > >***Multiattack.*** The spidicules makes three attacks, two with its slam attack and one attack that is either a bite attack or a grapple attack. Alternatively, the spidicules can make two bite attacks with advantage against creatures it is grappling. > >***Slam.*** *Melee Weapon Attack:* +8 to hit, reach 10 ft., one target. *Hit:* 11 (2d6 + 4) bludgeoning damage. > >***Bite.*** *Melee Weapon Attack:* +10 to hit, reach 5 ft., one target. *Hit:* 18 (2d12 + 5) piercing damage plus 9 (2d8) acid damage. > >***Leaping Bite.*** *Melee Weapon Attack:* +10 to hit, reach 5 ft., one target. *Hit:* 25 (3d12 + 6) piercing damage. The spidicules leaps up to 15 ft, landing on a space occupied by an enemy creature one size or more smaller than the spidicules. On a hit, the creature is knocked prone and grappled (escape DC 17). The spidicules makes this attack with advantage if it starts this attack at a higher elevation than its target. > >***Acidic Spray (Recharge 5–6).*** The spidicules vomits acid in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 15 (2d8 + 6) acid damage on a failed save, or half as much damage on a successful one. > > ### Reactions > >***Screech of Pain.*** If the spidicules loses a leg while it has a creature grappled, that creature takes 18 (4d8) psychic damage.
Created by Jacob Pope | Image by Adam Poots Games, LLC | This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
\pagebreakNum ___ ___ > ## Perfected Spidicules >*Large monstrosity, chaotic evil* > ___ > - **Armor Class** 18 (Natural Armor) > - **Hit Points** 262 (25d10 + 125) > - **Speed** 40 ft., climb 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|20 (+5)|22 (+6)|20 (+5)|10 (+0)|8 (-1)|3 (-4)| >___ > - **Saving Throws** DEX +10, CON +9 > - **Skills** Athletics +13, Perception +3 > - **Damage Vulnerabilities** Fire, Radiant > - **Damage Resistances** Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered > - **Damage Immunities** Poison > - **Condition Immunities** Charmed, Frightened, Poisoned > - **Senses** Tremorsense 60 ft., Passive Perception 14 > - **Languages** -- > - **Challenge** 12 (8,400 XP) > ___ > >***Spider Legs.*** The spidicules has eight legs, each of which may be specified as the target of an attack. Each leg has 25 hit points and an armor class of 15, and ranged attacks against the legs are made with disadvantage. Any time one of the spidicules' legs takes damage, the spidicules also takes half as much damage. Losing its legs affects the spidicules' ability to move and attack, according to the list below: >* 7-8 Legs: All abilities and movement as usual. >* 6 Legs: Can only grapple one creature at a time, and if the spidicules is grappling two or more creatures it releases all but one of them at the start of its next turn. >* 5 Legs: Cannot make a grapple attack or a leaping bite while climbing. >* 4 Legs: Cannot make a grapple attack or a leaping bite, and the spidicules releases any creature it was grappling at the start of its next turn. >* 3 Legs: Climb speed becomes 0, and the spidicules falls to the ground if it was climbing. >* 1-2 Legs: Speed becomes 0. Bite attacks are made with disadvantage. >* 0 Legs: Cannot make slam attacks. > > > The spidicules loses a leg when it is brought below 80% of its maximum hit points, unless it has lost one or more legs already. This occurs with a second leg at 60%, a third leg at 40%, and a fourth leg at 20%, unless that number of legs has already been lost. > > ***Elevated Standing.*** If the spidicules is one or more sizes larger than a hostile creature, it can move through that creature's space and that creature can move through the spidicules' space. In addition, the spidicules and the hostile creature can both end their turns in one another's space. Moving through a hostile creature's space is considered difficult terrain. > >***Horrifying Presence.*** When a creature is grappled by the spidicules, until the grapple ends, the creature is frightened, and takes 14 (4d6) psychic damage at the end of each of its turns. > > ### Actions > >***Multiattack.*** The spidicules makes three attacks, two with its slam attack and one attack that is either a bite attack or a grapple attack. Alternatively, the spidicules can make two bite attacks with advantage against creatures it is grappling. > >***Slam.*** *Melee Weapon Attack:* +10 to hit, reach 10 ft., one target. *Hit:* 12 (2d6 + 5) bludgeoning damage. > >***Bite.*** *Melee Weapon Attack:* +10 to hit, reach 5 ft., one target. *Hit:* 25 (3d12 + 6) piercing damage plus 13 (3d8) acid damage. > >***Leaping Bite.*** *Melee Weapon Attack:* +10 to hit, reach 5 ft., one target. *Hit:* 38 (5d12 + 6) piercing damage. The spidicules leaps up to 40 ft, landing on a space occupied by an enemy creature one size or more smaller than the spidicules. On a hit, the creature is knocked prone and grappled (escape DC 19). The spidicules makes this attack with advantage if it starts this attack at a higher elevation than its target. > >***Necrotic Beam (Recharge 5–6).*** The spidicules emits a beam of dark energy that sweeps across a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw or take 24 (4d8 + 6) necrotic damage. A creature dies if the beam reduces it to 0 hit points. > >***Spawn of Hatchlings (Recharge 6).*** The spidicules spews swarms of tiny monstrosities from its body. 3 (1d4) swarms of baby spidicules appear in unoccupied spaces within 5 ft of the spidicules. Each swarm has the statistics of a swarm of insects (spiders), except their bite attacks do an additional 2d4 poison damage, or an additional 1d4 poison damage if the swarm has half its hit points or fewer. > > ### Reactions > >***Screech of Pain.*** If the spidicules loses a leg, it emits a horrifying screech of pain. All creatures within 15 feet of the spidicules must succeed on a DC 17 Wisdom saving throw, or be paralyzed until the end of the spidicules' next turn. A creature being grappled by the spidicules makes this Wisdom saving throw with disadvantage.
Created by Jacob Pope | Image by Adam Poots Games, LLC | This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.