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Web Reaver

Gargantuan monstrosity (titanspawn), chaotic evil

Armor Class 17 (natural armor)
Hit Points 310 (20d20 + 100)
Speed 50 ft., climb 50 ft.

25 (+7) 11 (+0) 20 (+5) 4 (-3) 13 (+1) 16 (+3)

Saving Throws Dexterity +6, Wisdom +7, Charisma +9
Skills Perception +7, Stealth +6
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities poison
Condition Immunities paralyzed, petrified, poisoned, unconscious
Senses blindsight 60 ft., darkvision 120 ft.; passive Perception 17
Languages Titan Speech (can’t speak)
Challenge 19 (22,000 XP)

Special Traits

  • Legendary Resistance (3/Day). If the web reaver fails a saving throw, it can choose to succeed instead.
  • Spider Climb. The web reaver 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 web reaver knows the exact location of any other creature in contact with the same web.
  • Web Walker. The web reaver ignores movement restrictions caused by webbing.


  • Multiattack. The web reaver can use its Frightful Presence. It then makes one bite attack and one slam attack.
  • Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage, and the target must make a DC 20 Constitution saving throw, taking 27 (6d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
  • Slam. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage, and the target must make a DC 20 Strength saving throw or be pushed 10 feet away from the web reaver and knocked prone.
  • Barbed Hairs. Ranged Weapon Attack: +13 to hit, range 30/120 ft., one target. Hit: 24 (5d6 + 7) piercing damage.
  • Web (Recharge 5-6). Ranged Weapon Attack: +13 to hit, range 30/120 ft., one target. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 20 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 30; vulnerability to fire damage; resistance to cold, force, and piercing damage; and immunity to bludgeoning, poison, and psychic damage).
  • Frightful Presence. Each creature of the web reaver’s choice that is within 120 feet of the web reaver and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the web reaver’s Frightful Presence for the next 24 hours.

Legendary Actions

The web reaver can take 3 legendary actions, choosing from the options below. It can use only one legendary action option at a time, and only at the end of another creature’s turn. The web reaver regains spent legendary actions at the start of its turn.

  • Detect. The web reaver makes a Wisdom (Perception) check.
  • Slam Attack. The web reaver makes a slam attack.
  • Crush (2 Actions). The web reaver moves up to its speed. While doing so, it can enter Large or smaller creatures’ spaces. Whenever the web reaver enters a creature’s space, the creature must make a DC 20 Dexterity saving throw. On a successful save, the creature can choose to be pushed back or to the side, into a space of its choice within 5 feet of the web reaver. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. On a failed save, the web reaver enters the creature’s space. The creature takes 14 (2d6 + 7) bludgeoning damage and is knocked prone. If the web reaver does not leave the prone creature’s space, the creature is restrained and takes 14 (2d6 + 7) bludgeoning damage at the start of each of the web reaver’s turns. Once the web reaver moves out of the creature’s space, the creature is no longer restrained. A restrained creature can try to escape by taking an action to make a DC 20 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the web reaver.


A reaver appears at first glance to be an impossibly large spider; the first time it roars, however, it is revealed as one of the ancient servants of the titans: a twisted, deformed creature, a haphazard mix of fur, shell, fang, and squirming guts, with no purpose but to terrify, devour, and destroy.

Deadly Stillness. One would think such an enormous creature would be unable to catch prey at unawares, but a web reaver often surprises its opponents by remaining quite still, its legs and bristly hairs blending in with the trees and fernlike foliage around it. Most victims are destroyed almost incidentally as they are swept up in the reaver’s swath of destruction.

Webs and Spines and Dripping Fangs. If it is attacked by a lone assailant, a reaver responds by webbing its attacker and then biting the opponent to apply its paralytic poison. It hurls webs or spike-like hairs at attackers too far away for it to reach immediately with its bite. Against a small number of nearby targets that are close together, the reaver prefers to use its crush attack, pinning them, and then shifts around in subsequent rounds to bite them one at a time.


Fortunately, these creatures are very rare, and such a beast has not been reported for some years. Unfortunately, that means few might be prepared for one to appear.

Lair Actions

On initiative count 20 (losing initiative ties), the web reaver takes a lair action to cause one of the following effects:

  • Dense webs fill a 20-foot-radius sphere centered on a point the web reaver can see within 120 feet. This effect otherwise functions as the web spell (save DC 17), save that the web reaver does not need to concentrate to maintain the webs. The webs last for 1 hour or until the web reaver uses this lair action again or is destroyed.
  • The web reaver creates an opaque wall of webbing between any two solid surfaces it can see within 120 feet of it. The wall can be up to 50 feet long, 20 feet high, and 1 foot thick. When the wall appears, any creature in its area must make a DC 17 Dexterity save or be restrained, as if by a web spell. Each 10-foot section of wall has AC 10; hp 30; vulnerability to fire damage; resistance to cold, force, and piercing damage; and immunity to bludgeoning, poison, and psychic damage.
  • Until initiative count 20 on the next round, any non-spider creature that tries to cast a spell using a spell slot of 6th level or higher inside the lair is afflicted by poison. The creature must make a DC 14 Constitution saving throw. On a failed save, the caster takes 1d8 poison damage per level of the spell slot used to cast the spell, and the spell has no effect and the spell slot is lost. On a successful save, the spellcaster takes half damage and casts the spell normally.

Regional Effects

The region surrounding a web reaver’s lair is warped by its magic in the following ways:

  • The land within 3 miles of the lair is thick with spider webs, making the entire region both difficult terrain and lightly obscured.
  • While they are within 1 mile of the lair, non-spider creatures that are normally immune to poison damage instead merely have resistance to poison, and those with resistance to poison lose that resistance.

If the web reaver is destroyed, the suppression of poison resistance and poison immunity fades immediately. The webs don’t disappear, but they gradually thin out over 1d6 days so that the region is no longer difficult terrain or lightly obscured.

Section 15: Copyright Notice

Scarred Lands Player’s Guide © 2016 Onyx Path Publishing Authors: Bill Ashbless, Jason Bolte, Chris Cowger, Adam Eichelberger, Alain Giorla, Nathan Knaack, Chris Sims, Eddy Webb