Scary Spider

by Thudnfer

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Uppskeru

An ancient living weapon, the uppskeru was exclusively for killing in a forgotten war that occurred thousands of years ago. No longer needed for killing living beings, they were repurposed for being placed in the afterlife to cull the dead and keep the place in order. To facilitate this, they were given abilities to help deal with ethereal creatures, including modifying their webbing to incapacitate anything it touches. When a significant soul leaves the afterlife, whether via resurrection or summoning, an uppskeru is dispatched to elliminate it.

An uppskeru is only sent into the material plane on missions; its lair is always its home plane, and it cannot establish a lair anywhere else. An uppskeru encountered in its lair has a Challenge Rating of 21 (33,000 XP).

Lair Actions

On initiative count 20 (losing initiative ties), the uppskeru takes a lair action to cause one of the following effects; the uppskeru can't use the same effect two rounds in a row:

  • The uppskeru replicates the effects of the web spell. Once a creature moves through it, the web is destroyed.
  • The uppskeru summons 1d2 giant spiders that fight until killed. This ability can only be used if there are less than 10 such spiders in combat.
  • Ghostly apparitions appear in a 15-foot radius, making the area heavily obscured until initiative count 20 on the next round.

Region Effects

The uppskeru's home plane has the following effects:

  • Heavy webbing causes some paths to be blocked unless cleared; an uppskeru moving through this webbing clears it, as well as fire or other damage.
  • The area is consecrated ground, and any ghostly or ethereal creatures lose their ethereal qualities.
  • Parties with a cleric of the Death or Grave domains in them find themselves undisturbed when travelling through the plane.

Art Credit

"Nerscylla, the Shadow Spider" by Halycon450

"Web Structure" by Jakub Javora


Uppskeru Hatchling

Large monstrosity (titan), unaligned


  • Armor Class 19 (natural armour)
  • Hit Points 126 (8d10 +40)
  • Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
22 (+6) 14 (+2) 21 (+5) 3 (-4) 12 (+1) 4 (-3)

  • Saving Throws Dex +5, Con +18
  • Skills , Perception +7, Stealth +11
  • Damage Resistances bludgeoning, slashing, piercing; poison
  • Condition Immunities charmed, frightened, poisoned
  • Senses blindsight 5 ft., darkvision 60 ft., passive Perception 17
  • Languages -
  • Challenge 6 (2,300 XP)

Magic Resistance. The hatchling has advantage on saving throws against spells and other magical effects.

Soul Sense. The hatchling can see creatures in the Astral and Ethereal planes. This includes places such as the Border Ethereal.

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

Web Sense. While in contact with a web, the hatchling knows the exact location of any other creature in contact with the same web.

Web Walker. The hatchling ignores movement restrictions caused by webbing.

Actions

Multiattack. The hatchling makes three claw attacks (which can be replaced with a web attack)

Claw. Melee Weapon Attack: +9 to hit, 10 ft. reach., one target. Hit 20 (4d6 + 6) slashing damage.

Web (Recharge 5-6). Ranged Weapon Attack: +5 to hit, reach 20 ft., one target. Hit 11 (2d10) bludgeoning damage. The target is restrained and knocked prone by webbing. As an action, the restrained target can make a DC 16 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 12; hp 25; immunity to bludgeoning, poison, and psychic damage). An ethereal or incorporeal creature hit by this webbing loses its etherealness while restrained.



Uppskeru

Gargantuan monstrosity (titan), unaligned


  • Armor Class 22 (natural armour)
  • Hit Points 525 (30d20 + 210)
  • Speed 50 ft., climb 50 ft.

STR DEX CON INT WIS CHA
28 (+9) 22 (+6) 24 (+7) 5 (-3) 12 (+1) 4 (-3)

  • Saving Throws Dex +11, Con +12
  • Skills , Perception +7, Stealth +11
  • Damage Resistances bludgeoning, slashing, piercing; poison
  • Condition Immunities charmed, frightened, poisoned
  • Senses blindsight 15 ft., darkvision 120 ft., passive Perception 17
  • Languages understands Celestial but can't speak
  • Challenge 20 (25,000 XP)

Magic Resistance. The uppskeru has advantage on saving throws against spells and other magical effects.

Soul Sense. The uppskeru can see creatures in the Astral and Ethereal planes. This includes places such as the Border Ethereal.

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

Web Sense. While in contact with a web, the uppskeru knows the exact location of any other creature in contact with the same web.

Web Walker. The uppskeru ignores movement restrictions caused by webbing.

Actions

Multiattack. The uppskeru makes three claw sttacks (which can be replaced with a web attack) and then uses Impale.

Bite. Melee Weapon Attack: +15 to hit, reach 5 ft., one target that is restrained or incapacitated. Hit 29 (3d12 + 9) slashing damage plus 24 (3d10 + 7) poison damage.

Claw. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit 35 (4d12 + 9) slashing damage.

Web (Recharge 5-6). Ranged Weapon Attack: +12 to hit, range 120/240 ft., up to five targets within 5 feet of each other. Hit 16 (3d10) bludgeoning damage. The target is restrained and knocked prone by webbing. As an action, the restrained target can make a DC 21 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 17; hp 35; immunity to bludgeoning, poison, and psychic damage). An ethereal or incorporeal creature hit by this webbing loses its etherealness while restrained.

Impale. The uppskeru stabs several of its feet at a point on the ground within 15 feet of it. Any creature in a 5-foot-radius, 10-foot-high cylinder centered on this point must succeed on a DC 23 Dexterity saving throw or take 35 (4d12 + 9) piercing damage and fall prone. Until the uppskeru uses its Impale again or moves, the creature is restrained. While restrained in this way, the creature (or another creature within 5 feet of it) can use its action to make a DC 23 Strength check. On a success, the creature relocates to an unoccupied space of its choice within 5 feet of the uppskeru and is no longer restrained.

Structures, as well as nonmagical objects that are neither being worn nor carried, take the same amount of damage if they are in the cylinder (no save).

Legendary Actions

The uppskeru can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The uppskeru regains spent legendary actions at the start of its turn.

Assault. The uppskeru makes 1 claw attack or 1 bite attack.

Resupply (Costs 2 Actions). The uppskeru instantly recharges its Web ability.

Scuttle. The uppskeru moves up to its speed. If it moves through webbing, it doesn't provoke opportunity attacks.