Medium fiend, chaotic evil
- Armor Class
- 15 (natural armor)
- Hit Points
- 91 (14d8 + 28)
- Speed
- 30 ft., climb 30 ft.
- Challenge
- 5 (1,800 XP)
- Saving Throws
- Con +5, Dex +5, Wis +3
- Skills
- Stealth +5, Perception +3
- Damage Resistances
- cold; fire; lightning
- Damage Immunities
- poison
- Condition Immunities
- poisoned
- Senses
- darkvision 60 ft., passive Perception 13
- Languages
- understands Abyssal but can't speak
Traits
The kakkuu has advantage on saving throws against spells and other magical effects.
The kakkuu can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
When in contact with a web, the kakkuu knows the exact location of any other creature in contact with the same web.
The kakkuu ignores movement restrictions caused by webbing.
Actions
The kakkuu makes a Web Snare attack, uses Reel, and makes a Bite attack.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) piercing damage plus 10 (3d6) poison damage.
The kakkuu pulls each creature within 60 feet of itself that is grappled by its Web Snare up to 30 feet straight toward itself.
Ranged Weapon Attack: +6 to hit, reach 30/60 ft., one Large or smaller creature. Hit: The target has the grappled condition (escape DC 13). While grappled, the target also has the restrained condition. A web snare grappling a creature can be attacked and destroyed (AC 10; 10 hit points; immunity to bludgeoning, poison, and psychic damage).