Crystal Carapace. At the start of each of its turns, the crystal shrieker spider deals 5 (1d10) piercing damage to any creature grappling it.
Natural Camouflage. The crystal shrieker spider resembles the crystals it lives near and gets advantage on stealth checks made to hide among them.
Magic Resistance. The crystal shrieker spider has advantage on saving throws against spells and other magical effects.
Multiattack. The crystal shrieker spider makes three melee attacks: one with its jaws and two with its front legs. Alternatively, it can use Crystal Projection twice.
Jaws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Front Legs. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.
Crystal Projection. Ranged Ability: range 150 ft., one target. The crystal shrieker spider projects a blast of psychic energy through the crystals around it. The target must make a DC 14 constitution saving throw or take 10 (3d6) psychic damage and be knocked prone. On a successful save, the target takes half damage and is not knocked prone.
Description
The crystal shrieker spider is a subterranian creature that lives in hot caves filled with large crystals. It is notorious amongst dwarves for surrounding the unsuspecting and ambushing them.
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