Ker-arach

(Vecna: Eve of Ruin)

Huge monstrosity, Chaotic Evil

Armor Class17 (natural armor)
Hit Points152 (16d12 + 48)
Speed50 ft., climb 60 ft.
STRDEXCONINTWISCHA
21 (+5) 18 (+4) 16 (+3) 7 (-2) 14 (+2) 18 (+4)
Saving ThrowsDex +8, Str +9
SkillsIntimidation +8, Perception +6
Damage Vulnerabilities—
Damage Resistancespoison; psychic
Damage Immunities—
Condition Immunities—
Sensesdarkvision 90 ft., passive Perception 16
LanguagesAbyssal, Draconic, Undercommon
Challenge11

Traits

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

Claw.

Melee Attack Roll: +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.