Huge Monstrosity, Neutral Evil
Armor Class 16 (natural armor)
Hit Points 138 (10d12 + 60)
Speed 30 ft., Climb 30 ft., Burrow 40 ft.
STR
22 (+6)
DEX
24 (+7)
CON
20 (+5)
INT
4 (-3)
WIS
12 (+1)
CHA
4 (-3)
Skills Stealth +7
Damage Vulnerabilities Fire
Damage Resistances Acid, Cold, Poison
Condition Immunities Blinded, Grappled, Poisoned
Senses Blindsight 10 ft., Darkvision 60 ft., Tremorsense 120 ft., Passive Perception 11
Languages --
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Cold Aura. Any creature that starts its turn within 5 feet of the spider takes 4 (2d4) cold damage.

Cold Blooded. The spider heals for 10 points at the end of its turn if it has not moved, and is in a cold environment. This effect does not take place if it took fire damage in the previous round.

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

Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.

Web Walker. The spider ignores movement restrictions caused by webbing.

Burrowed Retreat. The spider can burrow under the ice, while under the ice it may use its action to heal its wounds and regenerate 15 hit points per round (this does not stack with Cold Blooded).

Actions

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage 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.

Icy Talon. Melee Weapon Attack: +7 to hit, range 15 ft., one creature. Hit: The target is struck by an icy talon taking 12 (2d6+6) bludgeoning damage, and takes 4 (2d4) cold damage. The target must make a DC 15 Strength saving throw, the target is knocked prone on a failed save.

Icy Web (Recharge 5–6). Area of effect (40ft. Sphere), range 10/60 ft. Targets must make a DC 16 Constitution saving throw, on a failed save they are restrained by webbing, and take 4 (2d4) cold damage at the start of each of their turns. As an action, the restrained target can make a DC 15 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to poison, and psychic damage).

Reactions

Feast on Young. If a Ice Spider Hatchling is within 10 ft. of the Burrowed Ice Spider, it may eat one of its young to regain 10 hit points.

Description

To snare its prey, a Burrowed Ice Spider spins elaborate webs or shoots sticky strands of webbing from its abdomen. Burrowed Ice Spider are most commonly found underground, making their lairs under glaciers or deep snow and ice covered ground. Such lairs are often festooned with Ice Spider Hatchling eggs.

Generally, ice spiders had snow-white fur and red eyes. They weaved webs just as regular giant spiders did, but the webs crystallized very quickly due to the freezing cold temperatures they were exposed to. Therefore, their cocoons appeared to be sheathed in ice.

Like other giant spiders, ice spiders attacked with poisonous bites and restraining targets with their webs. Ice spiders, however, were resistant to all cold-based damage. Even the webs spun by these arachnids were slightly different to that of regular giant spiders. As such, the icy webs inflicted cold damage to any foe entangled by them, but the webs were able to be shattered by bludgeoning weapons.

Lair and Lair Actions

A Burrowed Ice Spiders Lair

A Burrowed Ice Spiders lair is typically a small to medium sized, dwelling under solid ice and snow with low ceilings, where it can trap its foes. A Burrowed Ice Spider encountered in its lair has a challenge rating of 8.

Lair Actions

When fighting inside its lair, a Burrowed Ice Spider can awaken multiple Ice Spider Hatchlings. At the end of the initiative count, roll (3d4) to determine how many Ice Spider Hatchlings emerge from their eggs. The Ice Spider Hatchings act immediately and always at the end of the initiative count.

Regional Effects

A Burrowed Ice Spider can sense (tremor sense) creatures within 120 ft. in all directions. They may burrow their lair ceiling to weaken the ice above them in hopes to trap their prey.

 

Previous Versions

Name Date Modified Views Adds Version Actions
11/28/2020 9:46:38 PM
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11/29/2020 12:05:45 AM
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12/6/2020 4:44:31 AM
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12/6/2020 4:50:15 AM
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Monster Tags: monstrosity

Habitat: Arctic

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