Death Burst. When the spider dies, it explodes in a burst of fiery blood and ooze. Each creature within 5 feet of it must make a DC 13 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. Flammable objects that aren't being worn or carried in that area are ignited.
Heated Carapace. At the start of each of the spider's turns, it deals 3 (1d6) fire damage to each creature grappling it and each creature or object it is grappling or it is climbing on. A creature that touches the spider or hits it with a melee attack while within 5 feet of it takes 3 (1d6) fire damage.
Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Stiffen. If the spider takes cold damage, its heated body stiffens in response, and its speed is reduced to 15 feet until the end of its next turn.
Volcanic Web Walker. The spider ignores movement restrictions caused by webbing, lava, or magma.
Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.
Dual Nature. The elemental counts as an elemental of both the earth and fire sub-types (primary earth).
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 7 (1d4 + 5) piercing damage plus 3 (1d6) fire damage, and the target must make a DC 13 Constitution saving throw. On a failed save, the target takes 7 (2d6) fire damage and 9 (2d8) poison damage and it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns. On a successful save, the target takes half damage and doesn't ignite. If the damage from the save reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
Description
Found in the depths of active volcanoes and swarming the caverns of the Plane of Magma, the elementals known as scorch spiders were created long ago by the azer, who intended the spiders to be used as weapons against the salamanders. But many spiders escaped to the Elemental Planes, where they thrived in numbers far beyond those produced by the azer spider breeders. Some have even made it to the Underdark, where they hunt other spiders by chasing them onto their webs, igniting them. Scorch spiders aren't harmed by the fire and they're immune to spider venom, making them a terror to natural spider species.
Despite their elemental nature, scorch spiders act like most other spiders, building webs that cannot burn and laying obsidian eggs in their lava-bound nests, waiting for prey to venture too close. They devour elementals just as eagerly as they do creatures made of flesh or the fresh ashes of such creatures. The carapace of a scorch spider, which often grow to be a foot long or more, is said to be as hard as diamond and always searing hot, just like their fiery blood.
Scorch spiders are exceedingly dangerous for novice adventurers to hunt, but their silk is a treasure for those looking to craft garments to protect against fire. Scorch spider eggs are also prized by arcanists for the essence of elemental fire they contain. They can be broken open and mixed into an alchemical concoction, or tapped for their magical power to enchant magic items with flame.
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