Adraknid

An absolute nightmare for those who fear spiders and dragons, an adraknid is a vermindrake of deadly stealth and horrifying strength. An ambush predator at the top of any food chain, an adraknid resembles a spider of unacceptable size with a draconic body, hybrid legs, and a face that mixes the worst parts of both. The monstrosity can change the color of its scaled, hairy body to blend in with its surroundings in an instant and can fashion webs as tough as steel. Adraknids are extremely tough and shockingly fast, moving across their webs effortlessly despite their size and striking with brutal precision. With a taste for humanoids and considerable intelligence (for a vermindrake), an adraknid has been the end of many a foolish adventurer who mistook it for a mere giant spider.


ADRAKNID

Gargantuan monstrosity, unaligned


Armor Class 20 (natural armor)
Hit Points 363 (22d20 + 132)
Speed 50 ft., climb 50 ft.

STR DEX CON INT WIS CHA
21 (+5) 25 (+7) 22 (+6) 12 (+1) 20 (+5) 1 (-5)

Saving Throws Str +11, Dex +13, Con +12, Int +7
Skills Acrobatics +13, Athletics +11, Perception +17, Stealth +19, Survival +11
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, frightened
Senses darkvision 120 ft., passive Perception 27
Languages
Challenge 19 (22,000 XP)


TRAITS

Legendary Resistance (3/Day). When the adraknid fails a saving throw, it can choose to succeed instead.

Spell Suppression. At the start of each of its turns, the adraknid can choose to suppress a single spell or magical effect of 7th level or lower currently affecting it, becoming immune to its effects. This benefit lasts until the end of the adraknid’s turn, at which point the spell or magical effect resumes (when applicable).

Spider Climb. The adraknid can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Additionally, the adraknid can use its webs as rope and treats its webs as a tool in which it is proficient.

Webweaver. When the adraknid moves, is moved, jumps, or falls and is not incapacitated, it can choose to leave behind lines of webbing in a 5-foot-wide line with a length equal to the distance it moved. A creature other than the adraknid that comes into contact with the webbing for the first time on a turn or starts its turn in contact with the webbing must succeed on a DC 21 Strength saving throw or become restrained (escape DC 21). The webbing can be suspended in midair between two points and is considered difficult terrain.

Additionally, the adraknid can spend 20 feet of movement to create a 20-foot square of webbing, which has an AC of 12 and 30 hit points.


ACTIONS

Multiattack. The adraknid uses its Cobweb (if available), then makes three attacks, only one of which may be a Bite attack.

Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 33 (4d12 + 7) piercing damage. If the target is a flesh-and-blood creature, it must succeed on a DC 21 Constitution saving throw or lose half of its current hit points (rounded down). A creature immune to the poisoned condition has advantage on this saving throw.

Bristles. Ranged Weapon Attack: +13 to hit, range 60/120 ft., one target. Hit: 16 (2d8 + 7) piercing damage.

Cobweb (Recharge 5–6). The adraknid fills a 30-foot cube within 120 feet of it with sticky cobwebs. Creatures within the area must succeed on a DC 21 Dexterity saving throw or be restrained (escape DC 21) until they leave the area or the cobwebs are destroyed. A creature that successfully saves moves to the nearest unoccupied space at the edge of the area. The cobwebs are considered an object (AC 12, 100 hit points) and are vulnerable to fire damage.

Cocoon. Melee Weapon Attack: +13 to hit, reach 15 ft., one creature restrained by webs. Hit: The target is cocooned by the adraknid and cannot spend movement or take actions other than attempting to free itself. A creature trying to free itself can take an action to attempt a DC 21 Strength (Athletics) check, freeing itself and destroying the cocoon on a success. The cocoon is an object (AC 16, 50 hit points) and is vulnerable to slashing damage.


LEGENDARY ACTIONS

The adraknid can take 3 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 adraknid regains spent legendary actions at the start of its turn.

Bristles. The adraknid makes a bristles attack.

Cocoon (Costs 2 Actions). The adraknid makes a Cocoon attack.

Deadly Precision. Until the end of its next turn, the next attack the adraknid makes deals an extra 36 (8d8) damage on a successful hit. An attack cannot benefit from this effect more than once per hit.

Hide. The adraknid takes the Hide action.

Leap. The adraknid jumps up to a distance and height equal to its speed.


Ref: TPKB1 p254