Wingu Fisi* - The Sayarii Phase Spider

Hit Points: 80 HP
Armor Class (AC): 14 (Natural Armor)
Speed: 30 ft., Climb 30 ft.

STR

15 (+2)

DEX

16 (+3)

CON

14 (+2)

INT

6 (-2)

WIS

12 (+1)

CHA

6 (-2)

Skills Stealth +6

Senses Darkvision 60 ft., Passive Perception 10

Languages --

Challenge 5 (1,800 XP)

Proficiency Bonus +2

Description:

The Wingu Fisi are fearsome creatures that can phase between the Material Plane and the Mahali Mizuka, moving like shadows through reality. Their web covered scaly exoskeletons blend with the dim light, and their many legs are covered in thin bristles. The most terrifying aspect of the Wingu Fisi is their ability to create rips in the fabric of space as they move, leaving behind venomous clouds of psychic energy. They are hunters of memories and flesh, weaving through dimensions to ambush prey with venomous bites and devastating phase attacks. The Wingu Fisi are the brood of the Mkuu ya Mzazi, they serve their deity with unwavering loyalty, hunting at its command and protecting its realm.

Spider Climb: The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Web Walker: The spider ignores movement restrictions caused by webbing

Phase Strike: Bonus Action: After attacking, the spider can phase into the Mahali Mizuka.  It reappears at the start of its next turn, avoiding damage and moving 30 feet within the Mahali Mizuka. When it phases back, it gains advantage on its next attack.

Venomous Phasing: When phasing in, it produces a psychic venom cloud (5 ft. radius). Any creature within the cloud must make a DC 14 Wisdom saving throw or take 2d6 psychic damage.

Actions:

Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one creature.
Hit: 2d6+3 piercing damage + 2d8 poison damage.
Poison Effect: Target must succeed on a DC 13 Constitution saving throw or suffer from hallucinations, giving disadvantage on attacks until the end of the next turn

Lair Actions (Initiative 20, 1/round):

Memory Surge: All creatures in the lair must succeed on a DC 15 Wisdom save or take 2d8 psychic damage and be stunned for 1 round.

Tide of Memories: A wave of memories washes through the lair, disorienting one character. The affected character experiences a flashback, requiring a DC 15 Wisdom save to avoid disadvantage on all attacks for 1 round.

Dream Venom Pulse: The lair releases a pulse of oneiric venom, causing all players to make a DC 15 Constitution saving throw or take 1d8 poison and 1d8 psychic damage.


In the context of the Wingu Fisi encounter, a lair action occurs on initiative count 20 each round, before any other creatures take their turn. These actions are unique to the lair and don’t consume a creature’s action economy. The Wingu Fisi’s lair is imbued with the chaotic nature of the Mahali Mizuka, creating environmental effects like Memory Surge, Tide of Memories, and Dream Venom Pulse. Each round, one of these effects can activate, creating additional hazards for the players, such as disorienting visions or bursts of venom.