Ker-arach

Huge Monstrosity, Chaotic Evil

STR
21 (+5)
DEX
18 (+4)
CON
16 (+3)
INT
7 (-2)
WIS
14 (+2)
CHA
18 (+4)
Magic Resistance.

Ker-arach has advantage on saving throws against spells and other magical effects.

Spider Climb.

Ker-arach can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Web Walker.

Ker-arach ignores movement restrictions caused by webbing.

Actions

Multiattack.

Ker-arach makes one Bite attack and two Claw attacks.

Bite.

Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) piercing damage plus 13 (2d12) poison damage.

Claw.

Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.

Spiderling Breath (Recharge 5-6).

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

Stifling Webs (Recharge 5-6).

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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Ker-arach

Source: Vecna: Eve of Ruin, p. 54 - Licenses and attribution