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The Web




One half of the Spider and the Web, this risen drow was an assassin sent to deal with a pesky human when Death swept the Kingdom. It and its sibling were merely in the wrong place at the wrong time. Now it is an ashen husk of a creature covered in crisscross lacerations leaking putrid magic with remnants of a spider-silk raiment hanging from its twisted physique. The Web saps energy from its nearby victims, slowing their hearts and limbs Oftentimes, the prey is already affected by the Spider's venomous nature and has little hope of survival. Worse yet, the drow twins still carry a mystical connection. One will not lay at rest while the other still plagues the living.


-Records of the Charnel House

The Web

Medium undead (zombie), chaotic evil

Armor Class 8

Hit Points 102 (12d8 + 48)

Speed 20ft

Climb 20ft

Str 16 Dex 6 Con 18 Int 10 Wis 12 Cha 14

Condition Immunities blinded, exhaustion, poisoned

Damage Immunities poison

Senses darkvision 120 ft., passive Perception 11

understands Common, Elvish, and Undercommon but can't speak Languages understands Common, Dwarven but can't speak

Challenge 4 (1,100 XP)

Innate Spellcasting.

The zombies’s spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components:


At will: dancing lights


1/day each: darkness, faerie fire

Limited Telepathy.

The Web can magically communicate simple ideas, emotions, and images telepathically with the Spider if it is within 1 mile of it.

Parlor Tricks.

As long as the Spider and the Web are within 1-mile of one another they gain +4 to Intelligence, Wisdom, and Charisma as noted above. If the Spider is killed within 90ft of the Web, the Spider flies into a rage for the next minute. During this time it will attack the nearest creature, friend or foe, and gains advantage on those attacks.


At the next sunset if the Spider is dead but the Web is still alive, the Spider returns to unlife at the Web's location with full hit points.

Spun Death.

If a creature begins its turn within 30ft of the Web it must succeed on a DC 12 Wisdom save or take 7 (2d6) necrotic damage and have its speed reduced by half. Creatures with the Spider Climb ability or like effect are immune to Spun Death.

Undead Fortitude.

If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

Actions

Multiattack.

The zombie makes two slam attacks.

Slam.

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

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