
Original generation · R21 Media Group
Riggerwidow
Large monstrosity, unaligned
Riggerwidows do not spin webs so much as inherit them. A ship that lies too long at anchor in Smuggler Bay grows a second set of rigging in the dark, and a crew that puts to sea without checking the tops discovers the difference somewhere past the headland. They hunt straight down, and they aim for the last one up the mast.
Armor Class 15 (natural armor)
Hit Points 75 (10d10 + 20)
Speed 30 ft., climb 30 ft.
- STR
- 15 (+2)
- DEX
- 18 (+4)
- CON
- 14 (+2)
- INT
- 3 (-4)
- WIS
- 12 (+1)
- CHA
- 5 (-3)
Skills Stealth +6, Perception +3
Senses blindsight 10 ft., darkvision 60 ft., passive Perception 13
Languages —
Challenge 4
Traits
Spider Climb. The riggerwidow 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 riggerwidow knows the exact location of any other creature in contact with the same web.
Rigging Walker. The riggerwidow ignores movement restrictions caused by webbing, and treats rope, netting, sail, and rigging as ordinary ground.
Actions
Multiattack. The riggerwidow makes two attacks: one with its bite and one with its hauling line.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 9 (2d4 + 4) piercing damage plus 7 (2d6) poison damage, and the target must succeed on a DC 12 Constitution saving throw or be 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.
Hauling Line (Recharge 5–6). Ranged Weapon Attack: +6 to hit, range 30/60 ft., one Large or smaller creature. Hit: the target is restrained by webbing. As a bonus action on its next turn, the riggerwidow can haul the target 20 feet straight up. The webbing can be attacked and destroyed (AC 10; hp 15; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage), or escaped with a DC 14 Strength check.