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Chelicerae

Large · Aberration · CR 7 · Neutral Evil

Source. Tome of Beasts
Armor Class
16 (natural armor)
Hit Points and Hit Dice
153 (18d10+54)
Challenge Rating CR
7

Ability Scores

Core attributes and their modifiers.

STR
22
+6
DEX
17
+3
CON
17
+3
INT
14
+2
WIS
15
+2
CHA
14
+2

Overview

Category Monsters
Size Large
Type Aberration
Alignment Neutral Evil
XP 2900
Initiative Bonus +3

Movement

Walk 40 ft (12.2 m)
Swim 20 ft (6.1 m)
Climb 30 ft (9.1 m)
Crawl 20 ft (6.1 m)

Senses

Darkvision 60 ft (18.3 m)
Passive Perception 15

Saving Throws

Dexterity +6 Wisdom +5 Charisma +5

Skills

Acrobatics +6 Athletics +9 Perception +5 Stealth +6

Languages

-

Resistances & Immunities

Damage Immunities
poison
Condition Immunities
charmed, poisoned

Environments

Badlands

Traits

Magic Resistance

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

Siphon Spell Slots

The chelicerae cannot replenish its spells naturally. Instead, it uses grappled spellcasters as spell reservoirs, draining uncast spells to power its own casting. Whenever the chelicerae wishes to cast a spell, it consumes a number of spell slots from its victim equal to the spell slots necessary to cast the spell. If the victim has too few spell slots available, the chelicerae cannot cast that spell. The chelicerae can also draw power from drained spellcasters or creatures without magic ability. It can reduce a grappled creature's Wisdom by 1d4, adding 2 spell slots to its spell reservoir for every point lowered. A creature reduced to 0 Wisdom is unconscious until it regains at least one point, and can't offer any more power. A creature regains all lost Wisdom when it finishes a long rest.

Spellcasting

the chelicerae is an 8th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It requires no material components to cast its spells. The chelicerae has the following wizard spells prepared:

cantrips: acid splash, mage hand, minor illusion, true strike
- 1st Level: burning hands, detect magic, expeditious retreat, ray of sickness
- 2nd Level: hold person, invisibility, scorching ray
- 3rd Level: animate dead, haste, lightning bolt
- 4th Level: phantasmal killer

Spider Climb

Chelicerae can climb difficult surfaces, including upside down on ceilings, without requiring an ability check.

Actions

Bite

+9 to hit, reach 10 ft (3 m). Hit: 2d10 piercing damage.

Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage, and the target is grappled (escape DC 16). The target must also make a successful DC 16 Constitution saving throw or become poisoned. While poisoned this way, the target is unconscious and takes 1d4 Strength damage at the start of each of its turns. The poisoning ends after 4 rounds or when the target makes a successful DC 16 Constitution save at the end of its turn.

Claw

+9 to hit, reach 10 ft (3 m). Hit: 2d8 slashing damage.

Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) slashing damage.

Multiattack

The chelicerae makes one bite attack and two claw attacks.

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 -. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Chelicerae

1 tips available

When using Chelicerae in your D&D 5e campaign, consider these tactical approaches:

  • Climbing Advantage: This creature can climb at 30 ft. It can use walls and ceilings for tactical positioning. Consider using 'Spider Climb' negation or fighting in open areas without vertical surfaces.

Player Guide: Facing Chelicerae

1 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Climbing Defense: This creature can climb at 30 ft! It can use walls and ceilings for surprise attacks. Fight in open areas without vertical surfaces. 'Spider Climb' negation spells can help.

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

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 -.

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