Ker-Arach

Huge monstrosity, typically chaotic evil

Armor Class

17 (natural armor)

Hit Points

152 (16d12 + 48)

Speed

50 ft., climb 60 ft.

Saves

str +9, dex +8

Skills

intimidation +8, perception +6

Damage Resistances

poison, psychic

Senses

darkvision 90 ft.

Languages

Abyssal, Draconic, Undercommon

Challenge

11

Proficiency Bonus

+4

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

Claw

Melee Weapon Attack: +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.

Stifling Webs (Recharge 5-6) (Bonus Action)

Ker-arach spins a 30-foot cube of strong, sticky webbing in an area adjacent to itself. The webbing lasts for 1 minute, is difficult terrain, and lightly obscures its area. A creature that starts its turn in the webbing or enters the webbing for the first time on its turn must succeed on a DC 15 Dexterity saving throw or have the restrained condition while in the web. As an action, a creature can free itself or another creature from the web by succeeding on a DC 15 Strength check. A 5-foot cube of the web is destroyed if it takes at least 10 acid, fire, or slashing damage on a single turn.