Large fiend, chaotic evil
- Armor Class
- 19 (natural armor)
- Hit Points
- 210 (28d10 + 56)
- Speed
- 40 ft., climb 40 ft.
- Challenge
- 19 (22,000 XP)
- Saving Throws
- Con +8, Dex +11, Wis +9
- Skills
- Stealth +11, Perception +9
- Damage Immunities
- cold; fire; lightning; poison
- Condition Immunities
- poisoned
- Senses
- truesight 120 ft., passive Perception 19
- Languages
- Abyssal, Common, telepathy 120 ft.
Traits
The raklupis has advantage on saving throws against spells and other magical effects.
The raklupis can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
When in contact with a web, the raklupis knows the exact location of any other creature in contact with the same web.
The raklupis ignores movement restrictions caused by webbing.
Actions
The raklupis makes a Bite attack and two Serrated Sword attacks. It can use Venom Globe in place of one of these attacks.
Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 18 (4d8) poison damage. If the target is a creature, it must succeed on a DC 20 Constitution saving throw or have the poisoned condition for 1 minute. While poisoned in this way, a creature has the incapacitated condition and can't regain hit points. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 19 (4d6 + 5) slashing damage plus 18 (4d8) poison damage.
Ranged Weapon Attack: +11 to hit, range 60/180 ft., one target. Hit: 45 (10d8) poison damage.
Bonus Actions
The raklupis magically ends the charmed and frightened conditions on itself and on any number of allies within 60 feet of itself.
Spellcasting
The raklupis casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 20).