The King of the Kumo
Armor Class 17 (natural armour)
Hit Points 324 (24d20 + 72)
Speed 50 ft., climb 50 ft., swim 30 ft.
STR DEX CON INT WIS CHA
26 (+8) 16 (+3) 16 (+3) 5 (-3) 16 (+3) 15 (+2)
Saving Throws Con +10, Int +12, Wis +10
Skills Arcana +12, Insight +10, Perception +10
Damage Resistances bludgeoning, piercing, and slashing
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 20
Languages understands gith but cannot speak
Challenge 22 (41,000 XP)
Hard Head. While Tsuchigumo is not flanked he has a damage threshold of 15.
Inscrutable. Tsuchigumo is immune to any effect that would sense his emotions or read his thoughts.
Legendary Resistance (3/Day). If Tsuchigumo fails a saving throw, he can choose to succeed instead.
Magic Resistance. Tsuchigumo has advantage on saving throws against spells and other magical effects.
Magic Weapons. Tsuchigumo’s weapon attacks are magical.
Siege Monster. Tsuchigumo deals double damage to objects and structures.
Spider Climb. Tsuchigumo can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Sense. While in contact with a web Tsuchigumo knows the exact location of any other creature in contact with the same web.
Web Walker. Tsuchigumo movement restrictions caused by webbing.
Multiattack. Tsuchigumo makes two attacks with his Noxious Bite.
Noxious Bite. Melee Spell Attack: +15 to hit, reach 5 ft., one creature. Hit: 23 (4d6 + 8) piercing damage 28 (8d6) poison damage, and the target must succeed on a DC 18 Constitution saving throw or die. On success the target is poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target is already poisoned it automatically fails the saving throw.
While poisoned it takes 14 (4d6) poison damage at the start of its turn. This attack reduces poison immunity to resistance and resistance to normal and normal to vulnerability each time it strikes with this attack.
Body Slam (To Hit Roll of 15+). Whenever Tsuchigumo rolls 15+ on his noxious bite attack roll he shakes his head and his tail and slams into creatures within 5 feet of him. Each creature within range must make a DC 18 Dexterity saving throw or take 35 (10d6) bludgeoning damage and become stunned until the end of Tsuchigumo’s next turn.
Web (Recharge 5–6). Ranged Weapon Attack: +12 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 23 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 15; immunity to bludgeoning, poison, and psychic damage).
Teleport. When Tsuchigumo is reduced to 50% of his starting hit points he teleports anywhere within his lair.
Tsuchigumo has 1 legendary action per PC, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Tsuchigumo regains spent legendary actions at the start of his turn.
- Noxious Touch. Tsuchigumo uses Noxious Bite.
- Melee Explosion (Costs 2 Actions). Tsuchigumo points her tail in air and wind swirls around it exploding outward. Each creature within 30 feet of Tsuchigumo must make a DC 20 Dexterity saving throw, taking 35 (10d6) force damage on a failed save, or half as much damage on a successful one.
- Ice Barrage (Costs 3 Actions, 1/Day). Tsuchigumo raises his tail and wiggles it calling forth a barrage of ice that quickly spikes up from the ground underneath enemy creatures. Each creature that Tsuchigumo can see must make a DC 18 Dexterity saving throw taking 70 (20d6) cold and 70 (20d6) piercing damage on a failed save, or half as much on a success.
On initiative count 20 (losing initiative ties) 1d6 +1 Child of Kumo joins the battle. They may act on the turn they arrive.
The Great Sea spider is the king of all kumo, a powerful tainted animal spirit. Looking more like an eight legged silver-fish this king of spiders is nonetheless the greatest of its kind.
Many years ago the Spider brokered a deal with Fu Leng, leaving Chikushudo forever so that he and his kin could drink the power of Jigoku. This deal was sealed by the sudden outbreak of civil war in the Crane lands, during which time the great kumo fed upon blood spilled in hatred, growing large and powerful. The Spider rampaged across the lands of the Crane Clan, until the Asahina finally mastered a great spell that would temper the beast’s wrath, sending it into a deep sleep in the depths of the sea.
During the war against the Lying Darkness, the minions of Nothing manipulated the Crane into awakening the Spider once more. After the beast slipped free of the control of its masters, it spun a great web of shadow over Otosan u c h i itself, blocking the sun and allowing the Darkness to rampage in the city unchecked. Only the brave efforts of Rokugan’sheroic samurai dispelled the web and freed the civ, but the spider itself escaped into the depths of the sea once more before it could be destroyed.
The Great Sea Spider is a devastating foe. It prefers to soften its enemy from afar, using its webs to ensnare and slow enemies before closing to finish them off.