Necrotic Arachnoid

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Found only in the darkest reaches of the Shadow Isles, these spiders secrete a deadly necrovenom, which numbs the skin even as it begins to rot the flesh. Where there's one, there's always more... and necrovenom works fast.

Necrotic Arachnoid Sheets

Broodmother

Necrotic Arachnoid Elite CR 9
Undead - Beast, Large
HP AC DR Proficiency Initiative
227 (39d10+13) 15 (Natural) 1 +4 +2
Attributes
STR: 12 DEX: 15 CON: 18 INT: 11 WIS: 15 CHA: 17
+1 +2 +4 0 +2 +3
Additional
Senses: Darkvision 60 feet, Seismic Sense, Passive Perception 16
Speed: 30 feet walking and 30 feet climbing
Skills: Intimidation +7, Perception +6, Stealth +6
Languages: Ochnun
Experience
Collective: 2.500 Individual: 937
Defenses
Saving Throws: Dexterity +6, Constitution +8
Damage vulnerability. Radiant and physical damage from weapons coated in or made of silver.
Damage resistance. Psychic damage, simple physical damage, and necrotic damage.
Damage immunity. Poison damage.
Immunity to conditions. Bleeding and Exhaustion.
Characteristics
Descycle. When reduced to 0 hit points, the Necrotic Arachnid must make a Constitution saving throw with a DC equal to 10 or half the damage taken, whichever is greater. This effect is not activated if it is destroyed as a result of sources that directly interact with the destruction of undead, such as in "Liturgy: Destroy Undead" by an Acolyte of the Spiritual Rite.
Empowerment. Whenever any creature is reduced to 0 hit points or dies within 30 feet of the Necrotic Arachnid, the Arachnid gains 1 Soul counter.
  • Empower Attack. The Necrotic Arachnid can spend its soul counters to increase the damage of its attacks by 1 die for every 7 soul counters spent.

Mist Wraith. This undead creature is native to the Black Mist and is positively affected by it.
Spider Climb. The Necrotic Arachnid can climb difficult surfaces, including upside down on the ceiling, without needing to make an ability check.
Web Sense. While in contact with a web, the Necrotic Arachnid knows the exact location of any other creature in contact with the same web.
Web Walk. The Necrotic Arachnid ignores movement restrictions caused by webs.

Attacks
Claws. Melee natural Weapon Attack, +6 to hit, 5 ft. reach, one target. On a hit, deals 29 (5d10+2) Slashing damage + 11 (2d10) Necrotic damage.
Bite. Melee natural Weapon Attack, +5 to hit, 5 ft. reach, one target. On a hit, deals 20 (3d12+1) Piercing damage + 11 (2d10) Necrotic damage.
Web (Recharge 4 - 6). Ranged natural Weapon Attack, +6 to hit, 30/60 ft. reach, one target. Upon hitting the target, it becomes trapped by webs. The target can use an action to make a DC 15 Strength check, escaping the web and ending the condition on a success. The web can also be attacked and destroyed (AC 12; 10 hit points; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).
Epic Actions
The Necrotic Arachnid has 4 epic action charges, and can expend one of these charges to act. Only one action can be used at a time at the end of another creature's turn. At the start of the Necrotic Arachnid's turn, the number of charges returns to 4.
  • The Necrotic Arachnid can perform an action and restore its reaction (if it is spent).
  • The Necrotic Arachnid can spend all or the remainder of its movement.
  • The Necrotic Arachnid can repeat a Saving Throw against some effect on itself.
    • Cost. When the Necrotic Arachnid rerolls a saving throw in this way, it loses 9 hit points.
Runes
Runic Pulse: Onyx Pulse (regeneration 4 at the start of each turn, recovers 2d4 at the end of the round if no damage is taken)
Runes: Presence Eraser, 2 uses. Offspring Elder, 2 uses (1d4 Necrotic Nestlings).

Nestlings

Necrotic Nestling Grunt CR 2
Undead - Beast, Tiny
HP AC DR Proficiency Initiative
13 (4d4+3) 13 +2 +1
Attributes
STR: 1 DEX: 12 CON: 14 INT: 5 WIS: 10 CHA: 8
-5 +1 +2 -3 +0 -1
Additional
Senses: Darkvision 60 feet, Passive Perception 12
Speed: 30 feet walking and 30 feet climbing
Skills: Intimidation +3, Perception +1, Stealth +2
Languages: Ochnun
Experience
Collective: 56 Individual: 21
Defenses
Saving Throws: Dexterity +3, Constitution +4
Damage vulnerability. Radiant and physical damage from weapons coated in or made of silver.
Damage resistance. Psychic damage, simple physical damage, and necrotic damage.
Damage immunity. Poison damage.
Immunity to conditions. Bleeding and Exhaustion.
Characteristics
Descycle. When reduced to 0 hit points, the Necrotic Nestling must make a Constitution saving throw with a DC equal to 10 or half the damage taken, whichever is greater.
This effect is not activated if it is destroyed as a result of sources that directly interact with the destruction of undead, such as in "Liturgy: Destroy Undead" by an Acolyte of the Spiritual Rite.
Essence Devourer. When the Necrotic Nestling hits an enemy creature with its Bite, the creature must make a DC 11 Constitution saving throw. On a failure, the creature takes 1 additional Necrotic damage and has its maximum hit points reduced by the same amount.
Mist Wraith. This undead creature is native to the Black Mist and is positively affected by it.
Replaceable. The Necrotic Nestling receives double damage from spells and effects that require saving throws, except for Dexterity saving throws. If it fails one of these saving throws, the Necrotic Nestling takes normal damage, not just half as usual.
Spider Climb. The Necrotic Nestling can climb difficult surfaces, including upside down on the ceiling, without needing to make an ability check.
Web Sense. While in contact with a web, the Necrotic Nestling knows the exact location of any other creature in contact with the same web.
Web Walk. The Necrotic Nestling ignores movement restrictions caused by webs.
Attacks
Bite. Melee natural Weapon Attack, -3 to hit, 5 ft. reach, one target. On a hit, deals 2 (5d2-5) Piercing damage + 3 (2d2) Necrotic damage.
Web (Recharge 6). Ranged Natural Weapon Attack, +3 to hit, 20/40 ft. reach, one target. Upon hitting the target, it becomes trapped by webs. The target can use an action to make a DC 15 Strength check, escaping the web and ending the condition on a success. The web can also be attacked and destroyed (AC 10; 5 hit points; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).
Runes
Runic Pulse: Onyx Pulse (regeneration 1 at the start of each turn, recovers 1d4 at the end of the round if no damage is taken)
Runes: Bloodlust, 1 use.
Necrotic Colony Grunt CR 2
Undead - Beast, Medium
HP AC DR Proficiency Initiative
67 (12d8+13) 11 +2 +2
Attributes
STR: 1 DEX: 12 CON: 14 INT: 5 WIS: 10 CHA: 8
-5 +1 +2 -3 +0 -1
Additional
Senses: Darkvision 60 feet, Passive Perception 12
Speed: 30 feet walking and 30 feet climbing
Skills: Intimidation +3, Perception +1, Stealth +1
Languages: Ochnun
Experience
Collective: 225 Individual: 84
Defenses
Saving Throws: Dexterity +3, Constitution +4
Damage vulnerability. Radiant and physical damage from weapons coated in or made of silver.
Damage resistance. Psychic damage, simple physical damage, and necrotic damage.
Damage immunity. Poison damage.
Immunity to conditions. Bleeding and Exhaustion.
Characteristics
Collective. The Necrotic Colony can enter and exit the space of a creature that is the same size or smaller than itself. The space within the Collective is considered difficult terrain, and the Collective has advantage on attack rolls against creatures within it.
Division. The Necrotic Colony can split into two Necrotic Colonies one size category smaller using a bonus action, losing half of its maximum and current hit points in the process, and Bite's damage dice are reduced by one category. A Necrotic Colony can merge with another of the same size using a bonus action, adding their maximum hit points and increasing their damage dice by one category. A Necrotic Colony cannot be smaller than Small. A Small-sized Colony splits into 1d4 Necrotic Nestlings.
Descycle. When reduced to 0 hit points, the Necrotic Nestling must make a Constitution saving throw with a DC equal to 10 or half the damage taken, whichever is greater.
This effect is not activated if it is destroyed as a result of sources that directly interact with the destruction of undead, such as in "Liturgy: Destroy Undead" by an Acolyte of the Spiritual Rite.
Essence Devourer. When the Necrotic Nestling hits an enemy creature with its Bite, the creature must make a DC 11 Constitution saving throw. On a failure, the creature takes 1 additional Necrotic damage and has its maximum hit points reduced by the same amount.
Mist Wraith. This undead creature is native to the Black Mist and is positively affected by it.
Spider Climb. The Necrotic Nestling can climb difficult surfaces, including upside down on the ceiling, without needing to make an ability check.
Web Sense. While in contact with a web, the Necrotic Nestling knows the exact location of any other creature in contact with the same web.
Web Walk. The Necrotic Nestling ignores movement restrictions caused by webs.
Attacks
Bite. Melee natural Weapon Attack, -3 to hit, 5 ft. reach, one target. On a hit, deals 12 (5d6-5) Piercing damage + 7 (2d6) Necrotic damage.
Web (Recharge 6). Ranged Natural Weapon Attack, +3 to hit, 20/40 ft. reach, one target. Upon hitting the target, it becomes trapped by webs. The target can use an action to make a DC 15 Strength check, escaping the web and ending the condition on a success. The web can also be attacked and destroyed (AC 10; 5 hit points; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).
Epic Actions
The Necrotic Nestling has 2 epic action charges, and can expend one of these charges to act. Only one action can be used at a time at the end of another creature's turn. At the start of the Necrotic Arachnid's turn, the number of charges returns to 2.
  • The Necrotic Nestling can perform an action and restore its reaction (if it is spent).
  • The Necrotic Nestling can spend all or the remainder of its movement.
  • The Necrotic Nestling can repeat a Saving Throw against some effect on itself.
    • Cost. When the Necrotic Nestling rerolls a saving throw in this way, it loses 2 hit points.
Runes
Runic Pulse: Onyx Pulse (regeneration 1 at the start of each turn, recovers 1d4 at the end of the round if no damage is taken)
Runes: Bloodlust, 1 use.