Ability Scores
Core attributes and their modifiers.
Overview
Movement
Senses
Saving Throws
Skills
Languages
understands Common but can't speak
Resistances & Immunities
Traits
Magic Resistance
The chelicerae has advantage on saving throws against spells and other magical effects.
Spider Climb
The chelicerae can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Actions
Bite
+9 to hit, reach 5 ft (1.5 m). Hit: 2d10+6 piercing damage.
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) piercing damage, and the target must succeed on a DC 15 Constitution saving throw or become poisoned for 1 minute. If the target is a Medium or smaller creature and the chelicerae doesn't have another creature grappled, the target is grappled (escape DC 15). A poisoned target is also unconscious while poisoned in this way. The poisoned target can repeat the saving throw at the end of each of its turns, ending the poisoned condition on itself on a success.
Claw
+9 to hit, reach 10 ft (3 m). Hit: 2d8+6 slashing damage.
Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) slashing damage.
Magical Discharge
The chelicerae releases some of its stored magical energy in a burst. Each creature within 15 feet of the chelicerae must make a DC 15 Dexterity saving throw, taking 36 (8d8) force damage on a failed save, or half as much damage on a successful one. After using Magical Discharge, the chelicerae can't do so again until it successfully siphons magic from a creature or until it finishes a long rest.
Spellcasting
The chelicerae casts one of the following spells, requiring no material or verbal components and using Intelligence as the spellcasting ability (spell save DC 15):
- At Will: mage hand, minor illusion
- 1/Day Each: haste, hold person, invisibility, phantasmal killer
Bonus Actions
Nimble Moves
The chelicerae takes the Dash or Disengage action.
Siphon Magic
The chelicerae siphons magic from a spellcaster it is grappling. The target must succeed on a DC 15 Intelligence saving throw or lose one spell slot of the highest level it can cast. The chelicerae then regains an expended use of its Spellcasting.
About Chelicerae
Chelicerae is a large aberration with a Challenge Rating of 7. It has a neutral evil alignment.
In combat, this creature maintains an Armor Class of 16 and possesses 153 hit points (derived from 18d10 + 54).
Chelicerae has communication capabilities including understands Common but can't speak. This allows it to interact verbally with various creatures and characters.
GM Tips: Using Chelicerae
2 tips available
GM Tips: Using Chelicerae
When using Chelicerae in your D&D 5e campaign, consider these tactical approaches:
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Significant Threat: Challenging for parties of levels 5-10
-
Epic Potential: Consider legendary actions for memorable battles
Player Guide: Facing Chelicerae
2 strategies available
Player Guide: Facing Chelicerae
When your party encounters this creature, keep these strategies in mind:
-
Significant Threat: Prepare spells and resources
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Team Coordination: Coordinate attacks and defenses
Encounter Building Calculator
Encounter Building Calculator
Standard Party Encounter (4-5 characters):
This creature is a medium encounter for a party of 4 characters of level 7.
Solo Encounter:
A single character of level 10 (up to level 20) can face this creature in a medium to hard encounter.
Experience Point Thresholds:
- Medium: 5,600 XP
- Hard: 8,400 XP
- Deadly: 11,200 XP
Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.
Frequently Asked Questions
Frequently Asked Questions
- What is the challenge rating of Chelicerae?
- Chelicerae has a Challenge Rating of 7, making it appropriate for parties of level 7.0.
- What type of creature is Chelicerae?
- Chelicerae is a Large Aberration, which affects how certain spells and abilities interact with it.
- What languages does Chelicerae speak?
- Chelicerae can communicate in understands Common but can't speak.
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