Raakamah, City of Monsters
Huge beast, Unaligned
Armor Class: 18 (natural armor)
Hit points: 85 (10d10+30)
Speed: 40ft., climb 40ft.
STR 18 (3) CON 17 (1) CHA 6 (-2)
Skills Stealth +5
Senses blindsight 10 ft., darkvision 120ft., passive Perception 11
Challenge 4 (1,100 XP)
Camouflaged Webs. It takes a successful DC 15 Wisdom (Perception) check to spot Lukitar’s web. A creature that fails to notice a web and comes into contact with it is restrained by the web. A restrained creature can pull free from the web by using an action and making a successful DC 12 Strength check. The web can be attacked and destroyed (AC 10; hp 5; vulnerable to fire damage; immune to bludgeoning, poison, and psychic damage).
Spider Climb. Lukitar can climb difficult surfaces, including upside own on ceilings, without needing to make an ability check.
Web Sense. While in contact with a web, Lukitar knows the exact location of any other creature in contact with the same web.
Web Walker. Lukitar ignores movement restrictions caused by webbing.
Leap. Lukitar can expend all its movement on its turn to jump up to 90 feet vertically or horizontally, provided that its speed is at least 40 feet.
Bite. Melee Weapon Attack: 4) piercing damage plus 26 (6d8) poison damage, or half as much poison damage with a successful DC 13 Constitution saving throw. A target dropped to 0 hit points by the poison damage is stable but poisoned and paralyzed for 1 hour, even after regaining hit points.
Sticky Leg (Recharges when Lukitar Has No Creatures Grappled). Melee Weapon Attack: +6 to hit, reach 10ft., one Medium or smaller creature. Hit: The target is stuck to Lukitar’s leg and grappled until it escapes (escape DC 14).
Web (Recharge 5-6). Ranged Weapon Attack: +5 to hit, range 30/60 ft., one Large or smaller creature. Hit: The creature is restrained by the webbing. As an action, the restrained creature can make a DC 12 Strength check, escaping from the webbin on a success. The effect also ends if the web is destroyed. The webbing has AC 10, 5 hit points, vulnerable to fire damage and immune to bludgeoning, poison, and psychic damage.