Crystal Carapace. At the start of each of its turns, the giant crystal spider deals 7 (1d10) piercing damage to any creature grappling it.
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
Magic Resistance. The spider has advantage on saving throws against spells and other magical effects.
Natural Camouflage. The spider resembles the crystals it lives near and gets advantage on stealth checks made to hide among them.
False Appearance. While the spider remains motionless, it is indistinguishable from a natural growth, such as a cluster of crystals.
Innate Spellcasting. The lurker's innate spellcasting ability is Charisma (spell save DC 16). The lurker can innately cast the following spells, requiring no material components:
At will: Light, Lightning Lure, Longstrider, Snare, Faerie Fire, Healing Word.
3/day each: Cloud of Daggers, Spike Growth, Moonbeam, Web.
1/day each: Darkness, Counterspell, Sunlight Javelin.
Multiattack. The crystal lurker makes two attacks: one with it's bite and one with it's claws. Or one spell and one with it's claw.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 13 (2d6 + 2) piercing damage plus 6 (1d8) poison damage. The target must make a DC 14 Constitution saving throw, taking the 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.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 2) slashing damage.
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