Huge Monstrosity, Any Evil Alignment
Armor Class 15 (natural armor)
Hit Points 65 (8d10 + 8)
Speed 30 ft., Climb 30 ft.
STR
15 (+2)
DEX
17 (+3)
CON
12 (+1)
INT
2 (-4)
WIS
11 (+0)
CHA
4 (-3)
Saving Throws DEX +5
Skills Stealth +5
Senses Blindsight 10 ft., Darkvision 60 ft., Passive Perception 10
Languages --
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

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.

Actions

Bite. Melee Weapon Attack: +5 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.

Web (Recharge 5–6). Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 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 bludgeoning, poison, and psychic damage).

Venomous Claw. Melee Weapon Attack: +2 to hit, reach 7 ft., one creature. Hit: 1d6 slashing damage, and the target must make a DC 11 Constitution saving throw, taking 1d6 poison damage on a failed save, or half as much damage on a successful one. If the constitution saving throw is failed, the target is poisoned.

Pounce. The spider leaps at a target up to 15 feet away, attempting to pin it for an easy feast. The target must succeed a DC 13 Dexterity Check or take 7 (1d8 +3) bludgeoning damage be knocked prone and grappled.

Active Camouflage. The spider raises it's hairs, refracting the light around it and becoming invisible. If the target is unaware of the spider's location, it gains 1d6 sneak attack damage on its attack. The spider can be spotted by a DC 16 perception check. If the spider begins its turn while invisible, it regains 1d10 hit points and has advantage on its next attack. This effect dissipates when the spider takes damage.

Description

To snare its prey, a giant spider spins elaborate webs or shoots sticky strands of webbing from its abdomen. Giant spiders are most commonly found underground, making their lairs on ceilings or in dark, web-filled crevices. Such lairs are often festooned with web cocoons holding past victims.

Monster Tags: Misc Creature

Habitat: DesertForestSwampUnderdarkUrban

Bearmaul

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