19 (natural armor)
256 (27d10 + 108)
40 ft., climb 40 ft.
wis +8, con +10, dex +9
stealth +9, investigation +9, perception +8
cold, fire, lightning
acid, poison
poisoned
truesight 60 ft.
Abyssal, Common, telepathy 120 ft.
17
+6
The quavilithku has advantage on saving throws against spells and other magical effects.
The quavilithku can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
When in contact with a web, the quavilithku knows the exact location of any other creature in contact with the same web.
The quavilithku ignores movement restrictions caused by webbing.
The quavilithku makes two Bite attacks.
Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 17 (5d6) poison damage. If the target is a creature, it must succeed on a DC 18 Constitution saving throw or have the poisoned condition for 1 minute. While poisoned in this way, a creature can't regain hit points. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
The quavilithku expels acid-drenched webs in a 90-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 44 (8d10) acid damage on a failed save or half as much damage on a successful one. Nonmagical objects in the area that aren't being worn or carried take 44 (8d10) acid damage.
The quavilithku sizes up a creature it can see within 40 feet of itself. Until the start of the quavilithku's next turn, it has advantage on attack rolls against the creature.