Kakkuu Spyder-Fiend

Medium fiend (demon), typically chaotic evil

Armor Class

15 (natural armor)

Hit Points

91 (14d8 + 28)

Speed

30 ft., climb 30 ft.

Saves

wis +3, con +5, dex +5

Skills

stealth +5, perception +3

Damage Resistances

cold, fire, lightning

Damage Immunities

poison

Condition Immunities

poisoned

Senses

darkvision 60 ft.

Languages

understands Abyssal but can't speak

Challenge

5

Proficiency Bonus

+3

Magic Resistance

The kakkuu has advantage on saving throws against spells and other magical effects.

Spider Climb

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

Web Sense

When in contact with a web, the kakkuu knows the exact location of any other creature in contact with the same web.

Web Walker

The kakkuu ignores movement restrictions caused by webbing.

Actions

Multiattack

The kakkuu makes a Web Snare attack, uses Reel, and makes a Bite attack.

Bite

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) piercing damage plus 10 (3d6) poison damage.

Reel

The kakkuu pulls each creature within 60 feet of itself that is grappled by its Web Snare up to 30 feet straight toward itself.

Web Snare

Ranged Weapon Attack: +6 to hit, reach 30/60 ft., one Large or smaller creature. Hit: The target has the grappled condition (escape DC 13). While grappled, the target also has the restrained condition. A web snare grappling a creature can be attacked and destroyed (AC 10; 10 hit points; immunity to bludgeoning, poison, and psychic damage).