Cannaraxx, the Broodmother

Legends are told of a massive arachnid known as Cannaraxx, a dangerously intelligent spider with an appetite befitting a creature of its size. While the largest natural arachnids of the world are referred to as "bird-eating spiders," Cannaraxx has been lovingly referred to as a "roc-eating spider."

It is said that Cannaraxx was first discovered due to a string of missing travellers that had fallen into its trap, quickly becoming its next meal. When investigators were sent to discover what had happened to the unfortunate souls, they stumbled upon the lair of Cannaraxx, filled with hundreds of long-dead, desiccated corpses, humanoid and otherwise. Only two of the group made it out alive to tell the story of what they had seen, though few believed them. When they returned to the scene with reinforcements, Cannaraxx had abandoned the lair, moving elsewhere to continue its famed existence.

Since then, adventurers, poachers, and collectors have sought to find Cannaraxx's new lair and claim victory over the creature. None have acquired proof of success, though many have told tall tales to that effect. Others still have taken to worshipping the creature as a means of avoiding its appetite, leaving altars and offerings (typically in the form of livestock) in locations near to where they believe it to exist.

Cannaraxx's Lair

Cannaraxx's lair is typically a large underground cavern with high ceilings and extensive webbing to hold its prey captive. The lair has no obviously visible entrance; Cannaraxx uses a massive hatch in the ceiling to enter and exit, and from above it looks like a normal section of terrain. The entrance to the lair is typically within a forest, near a road or other well-travelled path where it can do its hunting. A successful DC 25 Wisdom (Perception) or Intelligence (Investigation) check while in the vicinity of the lair can discover it, unless Cannaraxx discovers the investigators first.

Cannaraxx has a challenge rating of 20 (25,000 XP) when encountered within its lair.

Lair Actions

When fighting inside its lair, Cannaraxx can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), Cannaraxx can take one lair action to cause one of the following effects, but cannot take the same lair action in two consecutive rounds:

Small spiders emerge from the various corpses and webs within the lair. Each creature other within the lair other than Cannaraxx must make a DC 15 Dexterity saving throw, taking 10 (4d4) piercing damage on a failed save, or half as much damage on a successful one.

Webs within the lair attempt to reach out and wrap creatures near to them. Each creature within 10 feet of a web must succeed on a DC 15 Strength saving throw or be restrained. A creature can use its action to attempt to break free from the webbing by making a DC 15 Strength check, or by using a weapon that deals slashing damage.

Bodies hanging from webbing begin dropping from the ceiling. Each creature within the lair must succeed on a DC 15 Dexterity saving throw or take 11 (2d10) bludgeoning damage and be knocked prone.

Regional Effects

A region containing Cannaraxx's lair is warped by the creature's overwhelming presence, which creates one or more of the following effects:

The area within 6 miles of the lair becomes infested with spiders. Forests become thick with webbing, impeding movement and causing the interior of the forest to be dim even in daylight. The spiders serve as Cannaraxx's eyes and ears. Deer and other large game are strangely absent, hinting at the presence of an unnaturally hungry predator.

Within 1 mile of its lair, Cannaraxx leaves no physical evidence of its passage unless it wishes to. Tracking it there is impossible except by magical means. In addition, it ignores movement impediments and damage from plants and webbing in this area that are neither magical nor creatures. The plants and webbing remove themselves from Cannaraxx's path.

If Cannaraxx dies or leaves the area, these effects fade over the course of 1d10 days.

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