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___ ___ > ## Acid Spider Broodmother >*Huge Beast, unaligned* > ___ > - **Armor Class** 14 (natural armor) > - **Hit Points** 100 (10d10 + 50) > - **Speed** 10ft., climb 10 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|8 (-1)|20 (+5)|6 (-2)|11 (+0)|4 (-3)| >___ > - **Saving Throws** STR +4, CON +7 > - **Damage Immunities** Acid > - **Damage Resistances** Poison > - **Senses** Blindsight 15 ft., Darkvision 60 ft., Passive Perception 10 > - **Languages** -- > - **Challenge** 4 (1100 XP) > ___ > ***Spider Climb.*** The broodmother can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. > > ***Web Walker.*** The broodmother ignores movement restrictions caused by webbing. > > ***Web Sense.*** While in contact with a web, the broodmother knows the exact location of any other creature in contact with the same web. > > ***Legendary Resistance (1/day)*** If the broodmother fails a saving throw, it can choose to succeed instead. > ### Actions > ***Bite.*** *Melee Weapon Attack:* +6 to hit, reach 5ft., one creature. *Hit* 7 (1d6 + 4) piercing damage plus 9 (4d4) poison damage. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. > > ***Claw.*** *Melee Weapon Attack:* +6 to hit, reach 10ft., one target. *Hit* 9 (1d10 + 4) piercing damage. > > ***Acid Glob (Recharge 5-6).*** The broodmother spits a glob of acid at a point it can see within 30 feet of it. Each creature within 5 feet of that point must make a DC 15 Dexterity saving throw, taking 18 (4d8) acid damage on a failed save, or half as much damage on a successful one. > > ### Reactions > ***Web Twist.*** When a creature the broodmother can see makes a melee weapon attack against the broodmother, and if that creature and the broodmother are in contact with the same web, the broodmother may use its reaction to twist the webs around that creature, imposing disadvantage on the weapon attack. > > ### Legendary Actions >The broodmother can take 2 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 broodmother regains spent legendary actions at the start of its turn. > > ***Claw.*** The broodmother makes a claw attack. If the broodmother uses this legendary action multiple times in a round, it must select a different target for each attack. > > ***Web Pull.*** The broodmother pulls a creature or object restrained in her web 5 ft. closer to her. The broodmother and the creature must be in contact with the same web to use this legendary action. > > ***Lay Egg (Costs 2 Actions)*** The broodmother lays an egg in an unoccupied 5 ft. square within 5 ft.
### A Spider Broodmother's Lair Spider broodmothers make their lairs in dark, damp places that are close to easy sources of food: caves, basements of abandonded buildings, or overgrown copses in deep woods. The many chambers of a lair are covered in thick webbing that lets the broodmother and her children detect intruders, and often contain pools of acid leftover from digestion sacs or the spider's spitting attacks. While the broodmother herself is mostly immobile and does not hunt, she can quickly create a small army of large spiders to protect the lair and bring food to her. #### Lair Actions On initiative count 20 (losing initiative ties), the broodmother takes a lair action to cause one of the following effects; the broodmother can’t use the same effect two rounds in a row: - The broodmother pulls on the webs in its lair, causing them to vibrate violently. Any creature in contact with the same web as the broodmother must succeed on a DC 12 Strength saving throw or be pulled up to 5 ft. toward the broodmother and restrained. A creature restrained in this manner can use its action to try and escape, doing so with a successful DC 12 Strength (Athletics) or Dexterity (Acrobatics) check. - The broodmother screeches, causing 1d4 egg sacs in her lair to burst open (the broodmother starts the fight with 1d4+2 egg sacs). For each egg sac that burst, a swarm of spiders is created, using the Swarm of Insects (Spiders) stat block. Swarms created in this way take their turn on initiative count 10 (losing ties), only have 1 hp, and take no damage when they are missed by an attack or succeed on a saving throw against a damaging effect.