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Ker-arach
- STR
- 21 (+5)
- DEX
- 18 (+4)
- CON
- 16 (+3)
- INT
- 7 (-2)
- WIS
- 14 (+2)
- CHA
- 18 (+4)
Ker-arach has advantage on saving throws against spells and other magical effects.
Ker-arach can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Ker-arach ignores movement restrictions caused by webbing.
Actions
Ker-arach makes one Bite attack and two Claw attacks.
Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) piercing damage plus 13 (2d12) poison damage.
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
Ker-arach exhales venomous spiderlings in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 33 (6d10) piercing damage and 33 (6d10) poison damage on a failed save or half as much damage on a successful one.
Bonus Actions
Ker-arach spins a 30-foot cube of strong, sticky webbing in an area adjacent to itself. The webbing lasts for 1 minute, is difficult terrain, and lightly obscures its area. A creature that starts its turn in the webbing or enters the webbing for the first time on its turn must succeed on a DC 15 Dexterity saving throw or have the restrained condition while in the web. As an action, a creature can free itself or another creature from the web by succeeding on a DC 15 Strength check.
A 5-foot cube of the web is destroyed if it takes at least 10 acid, fire, or slashing damage on a single turn.
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Source: Vecna: Eve of Ruin, p. 54 - Licenses and attribution